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Topic: Combat Calculations (Read 1877 times)
MammonMachine
Member
Initiate
Posts: 60
Combat Calculations
«
on:
August 12, 2005, 04:16:42 AM »
Ok, so I've been making all the items for my game recently, but I'm wondering how does the game determine how much damage is dealt to players and NPCs?
I could set a piece of armor to have a Defense Stat of 10, but what does that actually mean? What happens if the player is wearing the armor and gets hit by a monster who has an Attack stat of 10?
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WarxePB
Action Sue
Royal
Posts: 3,601
What killed the dinosaurs?
(No subject)
«
Reply #1 on:
August 12, 2005, 08:14:49 AM »
From the Help File:The attacking character is designated as A, and the defending character (the one being attacked) is designated as B.
· Success or failure of certain things are determined by a random number.
· When using an attack with attributes assigned to it, damage fluctuation and effectiveness are separately calculated.
Normal Attack Damage
Damage (HP decrease value) = (Attack power of A / 2) - (Defense power of B / 4)
· The actual damage fluctuates between 80%-120% of this value.
· In the event of a "Critical Hit", damage is multiplied by 3.
· When B defends, the damage taken is reduced to 1/4.
Normal Attack Hit Ratio
Hit ratio (%) = 100 - (100 - hit ratio % of A's equipped weapon) * (1 + (agility of B / agility of A - 1) / 2)
· When "Ignore Monster Evasion" is checked, the hit rate becomes the basic hit rate of the weapon.
· Hit ratio can change according to afflicted conditions.
· When B is afflicted with a condition that prevents action in battle, hit rate is automatically taken to be 100%.
Skill Damage
Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of skill)
· For each point of variance, damage fluctuation will be ±5% more, up to a total of ±50%.
· When [Ignore Defense] is checked, the damage algorithm is as below.
(Defense power of B / 40 * Attack influence of skill) + (Intelligence of B / 80 * Intelligence influence of skill)
· When B defends, the damage taken is reduced to 1/4.
· Skills that cancel the death condition will heal a % of HP instead of an absolute value if no other options are checked. (If the value is 100 or more, the character will revive with 100% of their HP.)
Success Rate of Skills
Success Ratio (%) = Success Rate
· For a skill with multiple effects, each is checked separate to see if it fails or not.
· When an attack that reduces HP or MP fails, all other effects and conditions of it are ignored.
Escape Success Ratio
Escape success (%) = (1.5 * (Average agility of party / average agility of monster group) * 100
· For example, if the average agility of the party and monster group is the same, escape success ratio is 50%.
· Every time an escape fails, 10% is added to the escape success ratio.
· If a pre-emptive attack is made, escape success ratio will be 100%.
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