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Rpg maker mv stats
Rpg maker mv stats













rpg maker mv stats

rpg maker mv stats

Makes it easier to arrange in-battle commands and replace them. You might be asking why I used a bunch of skills for attacking with different weapons.

rpg maker mv stats

((((a.atk*1.75)+(a.def)+(a.agi*0.5)))-(b.agi))įury skills are more likely to deal damage but there are other factors such as blocking and evasion. Fury skills have a different damage formula. A high Aggression is not likely to yield high amounts of damage UNLESS you're using Fury skills. Here's my basic attack formula for weapon skills (each weapon depending on which weapon slot it is assigned to has a different skill but they all eval the one note): Okay maybe that was a bit off topic, but really is there that much difference between stats and skills? And if you have skill trees don't make me waste skillpoints on a bunch of useless skills I don't care about to get to the ones I want! Gah! So frustrating!.

rpg maker mv stats

If you are going to make me build a character perfectly, at least let me respec later without starting over after I figure out the system. Just as long as I am not expected to have to perfectly build my character from the start of the game in order to not be trash.

#Rpg maker mv stats how to#

Yeah, if the puzzle isn't fun or engaging to figure out people are just gonna look up how to do everything on a wiki, but honestly I think people are too quick to look at wikis sometimes. That said, I kind of appreciate when figuring out how everything works is actually a puzzle in of it's self. After all, the more stats you have and the more they interrelate in complex ways the harder it is to crunch the numbers and the more mistakes or strange quirks will sneak in to the system. Why would more stats and more complex formulas make it easier to balance things? It just seems to me like having to juggle more numbers could only make it harder to balance everything. Its not a huge deal ofc because you do at least see and feel a difference, but that is one thing I dislike about some of these RPG games. That's what I adore about games like DnD or Dragon Age where you know what numbers do. what does that mean? Idk, it just big nummmbbbeerrrr. So what is the +200? Idk, it's just biggg nummmbbeerr. +200 fire resistance but you still take fire dmg from weak spells. A good example is DEF decreasing unknown damage or elemental resistances being integers. My least favorite is games who are obscure with their stats. I got used to it, but it was pretty daunting at first.ĭespite what I said about DnD, it is not my least favorite. I never played a game with a ton of stats though that is one thing that makes DnD overwhelming sometimes since you have to keep up with what armor you have, your dex bonus, your AC, your proficiency, all your modifiers, etc etc. Only thing I didn't like was that DEF and ATK are innate stats where I liked XP where it had STR and ATK separated as well as DEF not being an innate stat in XP but locked to Armor. I like the normal DnD stats, but I prefer the way Vx Ace/MV does it's stats.















Rpg maker mv stats