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Help me with my class system
author=LockeZauthor=fireheart126I guess I meant Luck or Dexterity or whatever stat affects crit rate in VX Ace then.
Agility has no bearing on damage. It just affects turn order and keep in mind that this isn't ATB system. Though maybe I should lower it's Attack a little.
Crit rate is it's own hidden stat based on percentage.
Help me with my class system
author=Rawrghauthor=fireheart126I know, I've read through the thread, but I'd like to ask one thing: why? Technically, scripting has nothing to do with the RTP. Is it just wanting to do as much as you can with default scripting as well? There are quite a number of things you can do with default VX Ace, but it's still rather limited if you're looking to come up with unique classes.author=RawrghThe thing is though is that I don't want to go digging into the script. That's what I've been trying to say.
It's very, very easy to change what that flag grants - but it requires digging into the scripting.
Game_Enemy
Line 107
Change the 2 on that line to whatever number you want.
Agility does have some bearing on damage for some skills. Just looking at the default, Triple Shot and Thousand Arrows use it as part of their damage calculation. They are the only ones I can see, however.
However, I plan on using custom skills. None or very few have anything to do with Agility and even then they'd only be partially based on agility and semi-nerfed by it's now lowered attack power.
Help me with my class system
author=LockeZ
I just want to reiterate that giving a character 50% crit rate is not game-breaking if enemies are designed with it in mind. It just means that character will be doing about 50% more damage, which means your party of three attackers and a healer will be doing about 17% more damage, so enemies need about 17% more HP.
What will break the game is if you give one class a massively better bonus than the others. Like, for example, a 15% crit bonus to one class but a 100% drop rate bonus to another class.
Though I suppose the base stats of the thief class could be modified to account for this also - if it does 2/3 as much damage as other physical classes and also has the lowest HP of any of them, then its drop rate bonus is fine. However currently it will probably do almost as much damage as the warrior... depending on how high its base agility and luck are. 140% agility adds a lot more damage if you have 300 base agility than if you have 30 base agility.
Agility has no bearing on damage. It just affects turn order and keep in mind that this isn't ATB system. Though maybe I should lower it's Attack a little.
Help me with my class system
author=Rawrgh
It's very, very easy to change what that flag grants - but it requires digging into the scripting.
Game_Enemy
Line 107
Change the 2 on that line to whatever number you want.
The thing is though is that I don't want to go digging into the script. That's what I've been trying to say.
Help me with my class system
author=Rawrghfireheart126Just going to point out - it is actually altering a percentage, even if you're not stating it as such. If it's double your chance of getting items, then it's +100% drop rate (so your new drop rate, with it active, is 200% of what it was before - if you had, say, a 10% chance for an item to drop before, it's increased 100% of that value, so it's now 20%). What Locke was previously saying was that, instead of using a double drop rate (which is +100% drop chance), to switch it to 1.5x drop rate (which is +50% drop chance). So now if an item drops 10% (2 out of 20) of the time, with the bonus, it would drop 15% (3 out of 20) of the time.
As I've stated before, the item double rate isn't based on a percentage. It's a party flag that you can turn on that doubles the chance of getting items whenever that character or spirit is used. There is no percentage to alter. It's either double or nothing. On the other hand, the other ideas make sense for now.
(There's always a percentage behind anything based on RNG.)
Semantics, but there it is.
What I meant was is that it is an unalterable percentage turned on by a party flag. I can't change it. It's either, double or nothing and I can't think of anything else to give him besides an evasion boost (which would not let him be a thief because I only want one special bonus per spirit.) Steal command is out because that would require scripting which I'm trying to avoid. The only other option is the double gold party flag which I feel is even more game breaking.
Remember that this is on VX ACE!
Help me with my class system
Like I said to LockeZ though, I want to avoid using scripts as I want to see how far I can get with RTP. (Outside music is alright though if you know a composer willing to help me or have some tracks already that you'd like to share.)
Help me with my class system
author=JosephSeraph
Warrior: CritRate+20%
Spellblade: MERate+20%
Monk: CounteRate+20%!
50% means a 1 in 2 chance (pretty huge) whereas your 5% means a 1 in 20 chance (how many battles are the player going to have Fire spells hurled at them so that they can finally evade one? 20? come on) I think 1 in 5, or even 1 in 4 is reasonable enough of a critical, magic evasion and counter rate.
As for double item drop rate, yeah! 2x is a bit far too much.
Here, a few sucky ideas
Prophet: Staff, Mace, Robe
HP: 70% MP: 130% ATK: 50% DEF: 75% MAT: 100% MDF: 150% AGI: 90% LUK: 125%
Stat Effect infliction rate + 25%
Salvemaker: Dagger, light armor, Robe
HP: 45% MP: 100% ATK: 50% DEF: 160% MAT: 80% MDF: 140% AGI: 130% LUK: 150%
Pharmacology+150% (whereas your priest gets to have Crit Immunity or something like that)
Paladin: All swords, maces, armor and robes.
HP: 150% MP: 120% ATK: 90% DEF: 120% MAT: 40% MDF: 140% AGI: 70% LUK: 110%
Hp regen + 5% (wich is, considering his high HP, a considerable ammount)
Think creatively, and do resort to staple classes, it`ll help you. ;w;
As I've stated before, the item double rate isn't based on a percentage. It's a party flag that you can turn on that doubles the chance of getting items whenever that character or spirit is used. There is no percentage to alter. It's either double or nothing. On the other hand, the other ideas make sense for now.













