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"elementals" or "am I screwed?"

 
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The Drizzle
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Joined: 12 Nov 2003
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PostPosted: Fri Aug 13, 2004 2:36 am    Post subject: "elementals" or "am I screwed?" Reply with quote

Tell me I'm wrong, anyone, please. This is what I'm figuring mathematically as I'm testing my battle system. The percentage that damage goes down when an enemy is strong to a certain elemental is 90%. Ex. A fire attack on a normal enemy = 65, A fire attack on an enemy strong to fire = 6.

I say this because the battle system for the game I'm working on is pretty heavily reliant on my assumption that being strong to something makes an attack do half damage and being weak to something makes an attack do double damage.

I'm hoping this is a glitch in the matrix or something like that. This is a total bummer. Right now, I'm pretty sure I'm screwed.
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TMC
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PostPosted: Fri Aug 13, 2004 3:39 am    Post subject: YOU'RE SCREWED Reply with quote

It's 88% actually.

Being strong to reduces damage by 88%, being weak to increases 100%.
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The Drizzle
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PostPosted: Fri Aug 13, 2004 4:26 am    Post subject: Reply with quote

Damn if only it were 50%!!! Or better yet, customizable. God I wish James would do that.
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msw188




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PostPosted: Fri Aug 13, 2004 6:59 am    Post subject: Reply with quote

I mentioned this to Mr. Paige a bit ago. The only thing he could give me was the option to use both 'strong to' and 'weak against'. I think this results in a 'fairly weak against', but I can't remember for sure which way it goes. I know this is only in one direction for what you are looking for, but it's the best the standard engine has to offer right now. I asked James about having it customizable, but I don't think he was going for it, or else he was busy with other stuff at the time.
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Aethereal
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PostPosted: Fri Aug 13, 2004 9:02 am    Post subject: Reply with quote

If it's that reliant on the 50% thing, write a custom battle engine or find someone who can help you write one. Happy
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The Drizzle
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PostPosted: Fri Aug 13, 2004 1:54 pm    Post subject: Reply with quote

Na. I'll look for some kind of work around. Activating both weak to and strong to bitsets is a start, however, it still takes away 76% damage.
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PostPosted: Fri Aug 13, 2004 6:37 pm    Post subject: Reply with quote

Why don't you use enemy type weakness/strengths? These increase/reduce damage by different amounts than elementary damage, thought I am not sure how much. (Could someone tell me if they know?)
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JSH357




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PostPosted: Fri Aug 13, 2004 6:59 pm    Post subject: Reply with quote

The only thing I really hate about custom is the uncustomizability of the battle system.
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The Drizzle
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PostPosted: Sun Aug 15, 2004 11:53 pm    Post subject: Reply with quote

The Mad Cacti: You can't reduce damage to enemy types. You can give an attack a bonus of 80% (i think) or make it fail. I ended up using the enemy bonus though, it bumps the damage up a little. Not much though. I think I almost have this problem solved.
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msw188




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PostPosted: Mon Aug 16, 2004 2:34 pm    Post subject: Reply with quote

I'd be very interested in a workaround of this, unless you mean you are rearranging your statistics to rebalance. I suppose you could workaround with enough clever use of chaining, 'show damage but do not inflict', 'don't show damage', and the percentages starting with 100 base damage and previous damage...
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