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Author Topic: RM2K3 Damage Formula and Calculations etc.  (Read 14085 times)

Offline Felix-0

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #30 on: May 17, 2013, 11:15:23 PM »
Using RPG maker 2k3 you can make status effects balanced and okay.
I made quite a few status effects that were like one turn instances and such.

Like a skill that had a 10% chance to burn off 5% of the targets maximum HP.
I made a bleed that was 2% for 5 turns.
A skill that had a 1 turn stun.

So long as the skills come with damage and have light status effects. They feel fun to use.
Or against multiple enemies skills like target all style sleeps or stuns become useful so you can wittle and target one at a time.


Also.

Disgaea is a game I though did good with status effects. Most status effects in grid based combat seem to be okay and very rewarding to use.
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Offline Prpl_Mage

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #31 on: May 17, 2013, 11:20:01 PM »
Quote from: daoman89 on May 17, 2013, 10:32:36 PM
I test them by if I get pissed off or feel like they're too long or boring, then I'll adjust them. 

That never works for me, I just keep upping the difficulty until ordinary humans who didn't create the game gets too frustrated.
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Offline daoman89

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #32 on: May 17, 2013, 11:24:02 PM »
Quote from: Prpl_Mage on May 17, 2013, 11:20:01 PM
That never works for me, I just keep upping the difficulty until ordinary humans who didn't create the game gets too frustrated.

So you're purposely trying to make the player go insane? lol
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Offline Felix-0

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #33 on: May 17, 2013, 11:39:05 PM »
When I was making bosses/enemies for my friend. I wasn't satisfied on bosses unless he was absolutely angry at me for making them difficult.

With my old ABS game. If I killed a boss on the first try without dying. I wasn't satisfied.
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Offline daoman89

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #34 on: May 17, 2013, 11:46:13 PM »
So I should aim for the quote "**** this ****!"?
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Offline Meiscool

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #35 on: May 18, 2013, 02:06:42 AM »
Nahhh

ABS games need to have tough bosses because those are the fights that are unique to the game. You can't have a bunch of screen-sized monsters throughout normal gameplay after all. ABS games generally have around 5 to 10 bosses, so each one needs to be tough enough for players to see all the quality/effort put into it. If not the tough route, then you gotta take the "only vulnerable during certain times" route, and that can get boring.
ATB/TB battles, bosses just need to have ampped up difficulty, but rarely need to be tough/frustating to beat purely due to the quantity of the boss type enemies. Typical turn based games have a **** load of bosses compared to other games, thus less quality is put into each boss. As long as there are 2 or 3 bosses that are really memorable, all is good.

That's prob why Felix wasn't satisfied with his fights if he could kill them easily.
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Offline daoman89

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #36 on: May 18, 2013, 02:43:10 AM »
Sounds like Pandora's Tower.  Just recently got that, beat the 3rd tower. 

I'm going with a simpler Golden Sun approach.  I know you weren't a fan of the game overall, but it's puzzle-based mapping was amazing (the zelda side of me was fed).  Final Fantasy games tended to be walk through this place, at least the older ones did.  Having puzzles and such to navigate through a place adds another form of accomplishment tacked on with boss defeats.  Xenoblade didn't have many puzzles, if any, but it's cutscenes and huge areas made up for that.  Final Fantasy has strong stories and fun battles and awesome music.  Final Fantasy IX is still in my top 5 for RPGs. 

We all have different tastes in games, but I believe when designing your own game, you should make the way you want it to be as long as it's fun to you.  Miyamoto does his own thing with Zelda.  We want realistic graphics!  Oh yeah?  Wind Waker!  My favorite zelda lol. 

You should still listen to criticism, but yeah, you get my point.
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Offline Prpl_Mage

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #37 on: May 18, 2013, 06:05:55 AM »
The worst thing about puzzle games is when you have a high rate of random encounters in the same map. It gets so annoying.

Quote from: daoman89 on May 17, 2013, 11:24:02 PM
So you're purposely trying to make the player go insane? lol

No, I just try the bosses I make and go "Huh, this was easy" and then I increase the power of it and go "Yeah, now it's good". But since I'm the creator, know every weakness and the equipment that should be used - I have an advantage that normal players won't have. So challenging for me (the creator) is usually a fight for life for everyone else.
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Offline daoman89

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #38 on: May 18, 2013, 08:18:51 PM »
I agree with you on that 100% cause I do the same thing.
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Offline daoman89

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #39 on: May 20, 2013, 02:11:30 AM »
So I'm testing out a fight and I noticed something really strange...

I use Frost magic, it does 286, then monster uses flame breath which causes cripple to the team (Halves defense) and then I use Frost again and it does 160.  cripple goes away, it's back up to 280+.  I do not see how halving my defense should affect the damage output of a magic spell.  The spell is completely intelligent based, no physical at all.

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Offline daoman89

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Re: RM2K3 Damage Formula and Calculations etc.
« Reply #40 on: May 20, 2013, 03:34:31 AM »
I figured it out!!!

I think there was a mistake in the translation.

Defense is actually intelligence and intelligence is defense.

So in actuality, the half defense works if you half intelligence. I just tested all 4 things. 
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