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Some questions about Attack accuracy.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Thu Sep 07, 2006 1:20 pm    Post subject: Reply with quote

Just a couple of balancing tips in this regard. Remember that when you give the heroes stats, theirs are going to be augmented (usually increased) by equipment. Enemies do not get equipment, so you have to take this into account. Also remember that enemies do not usually have an intelligent ability to heal themselves, whereas heroes usually do. Higher enemy HP may help to balance this, if you wish.

Those are just ideas of mine, they may or may not be helpful for you. Good luck with your game!
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Thu Sep 07, 2006 7:52 pm    Post subject: Reply with quote

I know. In fact, I think equipment will end up being the bulk of character stats by the time the 3rd set of them comes around or so.

Although I will try and base magic attack mostly on leveling up for characters that depend on it.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Sep 07, 2006 9:53 pm    Post subject: Reply with quote

JSH357 wrote:
I'm not TOTALLY sure about the damage formula, but:

In accuracy, the tilde works as such:
1) Take the aim value * 4 and compare it to evade.
2) A random number is taken between 0/1 and each value.
3) The higher number wins. If there's a tie, I'm not sure what happens.

I THINK attack - defense happens before multipliers.



(Unfortunately) this isn't correct. See 'How is the attack dodge rate calculated?'

msw188 wrote:
I am nearly certain that extra percentage is calculated AFTER the defense is subtracted.


Hmm, I thought you weren't, but you're right. This means you can't make an attack that has a base damage of 70 (100 with -30% extra damage) for example.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Sep 08, 2006 9:21 am    Post subject: Reply with quote

That formula is even worse to figure out! Although I admittingly think it might actually work better.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Fri Sep 08, 2006 12:11 pm    Post subject: Reply with quote

Here's a relatively simple way to do what the Mad Cacti is talking about (and maybe it will help Newbie Power too). If you want an attack to have a base attack of 70, have a chain of attacks as follows:

1. An attack to store the target, like in my last example, doing no damage

2. Attack that targets self, pure damage, base atk stat 100, extra damage -30%, and targets a stat that HAS NO BEARING ON THE CURRENT ATTACK. The attacker's defense comes to mind. Give this attack bitsets to heal above the maximum amount, DO NOT RANDOMIZE and never miss, and not show damage, etc

3. EXACT same as 2, except that it does not heal (thus it hurts the attacker's stat back to what it was)

4. Attack that uses "last damage to attacker" as base stat, targets the stored target, and clears the target store

Simple enough, huh?

If there is a general lesson to be learned here, it is that a LOT can be achieved with the OHR's current battle system using chains like this. These are simple examples. I'm sure some of the experts here could say more (and possibly simplify what I've done).
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Sep 08, 2006 1:40 pm    Post subject: Reply with quote

It is not a big deal. I will use after-defense damage multipliers and tune the enemies and heroes around that. In fact, I think it will be easier to balance since HP scale tends to be so high. Actually, it is mostly out of laziness and the fact that I wasn't going out of my way to ask how to do it, just if it calculated defense before or after the multiplier.

I *would* use chains for creating things such as variable MP cost, where I would not want a spell to cost 8 MP the whole game, but rather 10% of your MP or whatever. I discovered I couldn't do that normally, so I decided that I could cast a spell then chain to "MP Cost" that does percentage damage to my MP. I plan to use this for a special ability that transfers HP to MP.
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Iblis
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Joined: 26 May 2003
Posts: 1233
Location: Your brain

PostPosted: Fri Sep 08, 2006 2:13 pm    Post subject: Reply with quote

Quote:
I *would* use chains for creating things such as variable MP cost, where I would not want a spell to cost 8 MP the whole game, but rather 10% of your MP or whatever. I discovered I couldn't do that normally, so I decided that I could cast a spell then chain to "MP Cost" that does percentage damage to my MP. I plan to use this for a special ability that transfers HP to MP.


The idea of percentage-based MP costs is quite interesting, but this wouldn't really work. It would successfully take 10% of your hero's MP, but it wouldn't stop the hero from using the spell if they had less MP than that or no MP at all.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Sep 08, 2006 5:12 pm    Post subject: Reply with quote

I guess that is true. That is why I guess I am not using it for normal spells then.
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