UNITY'S PROFILE

unity
You're magical to me.
12540
I don't want to wake up because I'm happy here.
Izrand Allure
A JRPG-style WLW romance adventure. Monsters have invaded Izrand! Heroes Vivica and Lynette find love and despair as they seek to save a continent.

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Using the Defend Command with CTB or ATB

Yeah, I'm using VX Ace! Completely forgot to say that ^^;;

I think my problem is that the defend technically lasts until the end of the turn, but I need it to last until the character's next action. After they choose to defend, the turn ends, they lose the defend, and are vulnerable before their next action comes. Seeing as the Status Effect "Stun" ends when the afflicted character acts, that made me think that maybe a status effect could do the trick.

Using the Defend Command with CTB or ATB

Hello again! I'm trying to get my battle system working, and I've only hit one snag: the Defend command just won't behave.

I've wanted a CTB (or an ATB if I can't get a CTB to work) since the beginning of the project, so I used Formar's Customisable ATB/CTB/Stamina Based Battle System (set to CTB, of course) and it worked great. Except when it came to the defend command, which didn't seem to want to keep the character defending until their next action and instead only applied 'defend' for a short time.

I've also tried Yami's Predicted Charge Turn Battle and Classical Active Time Battle and they seem to have the same problem. I'm not sure if I'm not setting an option correctly or if Defend just works differently in a CTB/ATB system, or maybe if I'm missing something else.

If Defend isn't an option, I suppose I could change it to some sort of Charge command that restores TP, but being able to defend would be great for when an opponent telegraphs a powerful attack. I suppose I could also make "defend" apply a state that wears off after a turn and maybe that would work.

Any and all help would be greatly appreciated :D

Learning to Use Damage Formulas in VX Ace

Thanks again! This is all fantastic! :D

Needing some RPG title names?

author=Housekeeping
The Kaname Code

...Please forgive me.


Haha, brilliant.

I have problems coming up with names myself. Like I'll generally have a placeholder title that sounds good only to me until I can figure out one that actually sounds good.

LockeZ designs a boss battle for you

This is fantastic! Thank you very much!

author=LockeZ
The drain skill also being on the healer limits the situations where you'd use it. You'd need to be low enough on health that you need to heal, but you'd also need to be in a situation where it's important that you deal damage. Also, the healer has to be the one that's low on health.


Do you think this is a flaw in the character? Would it make more sense to switch it around and give the hero the HP Drain and the Warrior the Stun? Or am I worrying too much?

author=LockeZ
Edit: If the player doesn't have a Defend command, give the self-buff to the minions instead of the boss, so that the player has a second way to survive the triple damage when the hero doesn't have enough TP to use his stun attack. (they can survive it by killing the minion before it attacks) I was kind of assuming the player had a Defend command, but I guess that's not necessarily a safe assumption. If the player has a Defend command then ignore this and leave it as is.


They can defend! I had removed Defend from adding points to Rage, but now I'm wondering if it should give it some just to make it feel like its more useful.

Learning to Use Damage Formulas in VX Ace

author=Crystalgate
If the target has the same defense as the attacker has attack, damage is reduced by half, meaning the target lives twice as long as it would with no defense at all. If the defender has twice as much defense as the attacker has attack, damage is cut to a third meaning the target lives thrice as long. With three times the defense, the target lives four times as long and so on. This holds true for values in-between as well. With 1,3 times the defense, the target lives 2,3 times as long.

That is amazing! May I use this formula or something similar?

author=Crystalgate
With only two tiers, it's far easier. We only need to know starting stats.

I can provide the stats I have so far, though I haven't tested them as much as I'd like. The three characters are the Hero, a speedy character who can add buffs, the Warrior, who has high physical defense but low magic defense, is slower, hits hard, and can heal, and the Mage, who fits the standard magic-user archetype.

Their stats are:

Hero

MHP Lv1 - 418
Lv99 - 7319
MMP Lv1 - 41
Lv99 - 844
ATK Lv1 - 20
Lv99 - 208
DEF Lv1 - 15
Lv99 - 169
MAT Lv1 - 14
Lv99 - 150
MDF Lv1 - 16
Lv99 - 165
AGI Lv1 - 36
Lv99 - 501
LUK Lv1 - 25
Lv99 - 360

Warrior

MHP Lv1 - 500
Lv99 - 7700
MMP Lv1 - 46
Lv99 - 861
ATK Lv1 - 22
Lv99 - 217
DEF Lv1 - 19
Lv99 - 172
MAT Lv1 - 15
Lv99 - 153
MDF Lv1 - 12
Lv99 - 122
AGI Lv1 - 18
Lv99 - 244
LUK Lv1 - 15
Lv99 - 230

Mage

MHP Lv1 - 385
Lv99 - 6100
MMP Lv1 - 80
Lv99 - 1421
ATK Lv1 - 12
Lv99 - 140
DEF Lv1 - 10
Lv99 - 130
MAT Lv1 - 22
Lv99 - 230
MDF Lv1 - 20
Lv99 - 203
AGI Lv1 - 28
Lv99 - 337
LUK Lv1 - 33
Lv99 - 370

Thanks very much for all of this help!

EDIT: I should probably mention that the Mage is the only character with access to the 2nd Tier spells, and the Warrior is the only one with healing spells.

Learning to Use Damage Formulas in VX Ace

author=Crystalgate
I think that's rather pointless though, once characters have a three digit HP value, dealing 1 point of damage is meaningless.


That's true. I like your idea of a good formula better than the "at least one damage" idea, now that you talk about it more.

author=Crystalgate
Rather, I change the formula entirely so defense no longer reduces damage to zero. For example, I change following:
a.atk * 4 - b.def * 2
to
4 * a.atk ** 2 / (a.atk + b.def)

This formula is more complicated, but it's however more balanced. You can have a greater variance in character and enemy attack and defense values without breaking things. The problem is that if you don't understand what the formula does, it's hard to figure out how other skills and spells should look like.


I must admit that the formula goes over my head and I'm not sure what it does, aside from relying on something besides defense to reduce damage, which is a very good idea from what I'm wanting. Other than that, I'm a bit clueless ^^;;

author=Crystalgate
Anyway, I think that first should you decide following:
1) How will spells progress? Will you get replacement spells like Fire, Fira and Firaga or will spells remain useful trough the whole game?
2) The same question, but with physical skills.
3) How are costs handled? As a rule of thumb, use MP cost for offensive skills that become outdated and TP cost for skills that remain useful.
4) How does stats progress? What values does characters start and end with?


This is really helpful, because these are all questions that I need to answer for myself. Here's what I think off the top of my head:

1)The game's going to only be around 4-6 hours, so I was thinking of a 2-tier system for healing and offensive magic. Basically: Low-level element spell, version of the spell that hits all enemies, then later in the game they get the High-level version that scales better, and then a high-level version that hits all targets.

2)Physical skills are based on TP, which I've renamed "Rage" and made the only way to accumulate it by taking damage. Each character will learn a 30 point cost, 60 point cost, and eventually a 100 point cost skill. I want even the lower cost skills to scale well, but to not be nearly as effective as saving up Rage for the higher cost ones they get later.

3)Yeah, I'm going with the standard "MP is used for magic and TP (Rage) is used for Physical" for the most part.

4)This is, unfortunately, probably the category that I've thought about the least, as so far, I have characters excel at some stats and not so much at others, and just have them grow steadily in the stats they're supposed to excel in and not so much for the stats they are weak in.

LockeZ designs a boss battle for you

I fall kind of under the " most of the combat gameplay they include is just whatever occurs to them" category, though I do try to go back after the fact and polish the gameplay a bit and make it feel engaging, though I'm not sure how well I do at it.

Well, enough of my blabbing. I'm trying to come up with a good idea for the first boss in my VX Ace RPG, and nothing good is coming to me. He's a skull-plant monster at the end of a cavern. Not sure if it matters or not, but here's what he looks like:



I don't have any solid ideas, but I kicked around the idea of him having minions and/or poisoning the party, but nothing's really gelling with me so far.

I'm using a CTB battle system with MP acting like it normally does, tho I renamed TP to "Rage" and it only builds when you take damage (in other words, I went through and made skills/items not add to it) to feel more like a limit breaker system.

The party has just gone through a single dungeon and is pretty puny so far. The two characters thus-far are the hero, a speedster with, aside from agility, otherwise balanaced stats, and the warrior, who is strong but slow, takes physical hits well but not so well from magical hits, and has healing magic.

At this point in the game, under Magic, the hero has a defense-buffing spell and a light wind spell. Under Rage, they have an ability that costs 30 and does normal attack damage but adds stun.

As for the warrior, she only has a basic single-target healing spell under magic, and a normal-damage-but-with-drain 30 cost Rage power.

I don't really have any ideas for the "feel" of the battle other than I want it to be memorable and engaging. Anything you could suggest would be greatly appreciated :D

Learning to Use Damage Formulas in VX Ace

author=Crystalgate
author=unity
So, if I simply substitute a formula like the attack skills but use it for the magic skills instead, like maybe a.mat *5 - b.mdf *2, would that put magical skills on the same playing-field as physical skills?
Yes, it would do exactly that.

Personally, I always ask myself what I want the formula to accomplish and then design one accordingly. For example, sometimes I want defense to be able to reduce the damage to zero and sometimes I don't.


Ah, I see. Is there an easy way to make each attack do at least one damage?

author=Backwards_Cowboy
When it comes to magic, a lot of the skills seem more poorly scaled than physical ones because by default, there are multiple levels of each elemental magic. Physical skills don't usually get additional tiers, so they need to be usable for the entire game. Fire only has to be usable until you get Fire 2, so to avoid having a super great spell that will last you through the entire game, it's scaled to be less useful when you get to the point where Fire 2 is your main spell.

Of course, that's just if you keep the default spells and progression in the game. The hard part is figuring out a formula that won't overkill bosses while still being useful. You don't want a magic user to be able to kill a boss in just two or three spells, but you also want them to be better than just spamming the Attack option every turn.


Ah, so putting magic and physical skills on the same playing field isn't necessarily the best way to do things. Maybe just the spells of the final tier should have a formula that scales that much.

author=Archeia_Nessiah
If it'll help, here's a few tutorials in regards to that!

Damage Flowchart
Damage Formulas I
Damage Formulas II


These are an amazing help! Thank you very much! :D I had no idea you could do so much with them! ...Though most of the stuff on the last link went over my head a bit ^^;;

author=Crystalgate
The problem with damage formulas is that it's hard to even give basic advices. Let's take a very basic formula for the default attack as an example.

a.atk * 4 - b.def * 2

Now, we want to make a physical skill that's stronger than the basic attack. There are different ways to go about it, including, but certainly not limited to, following:

1) a.atk * 4 - b.def * 2 + 50
2) a.atk * 5 - b.def * 2
3) (a.atk * 4 - b.def * 2) * 4 / 3

So, which one should you use? Unfortunately, the answer depends one several factors, like how payment for using the skill is handled, how long the skill is supposed to be useful and overall how the game is planned. The first option is good if the player is meant to eventually get stronger skills the replaces earlier skills while the other options are better if the skill is supposed to remain useful trough the whole game. 2) and 3) are similar, but has (usually) subtle differences in how they interact with enemy defense.

Even this basic step can be complicated. However, I have one advice if you're not good at this; keep it simple.


Yeah, that's a good point. Given my inexperience, I shouldn't go overboard with them. I'll try a few different things and see if I can figure out what works best.