So, my understanding is that the player's ATK increases by 0.15% for every 1% of target's health missing. Is this correct? (Basically, the 2nd thing that Alex Guvnor said)
So if 20% of health is missing, ATK increases by 3%?
If your ATK is 100, that's 3 bonus ATK
So if 20% of health is missing, ATK increases by 3%?
If your ATK is 100, that's 3 bonus ATK
Do you think that's too low?
'Attack' is a parameter (buff and debuff usually goes to Attack rather than damage). 'Attack damage' (or simply 'damage') is the final number you'll deal to the enemy. Which one is it?
I think I mean "Attack," haha. Sorry. I am aware that they are actual separate terms in the Maker, so I was saying attack damage while meaning attack.
Regarding #4 and the common event, my game allows users to choose their gender at the start (with two options), so would I select both actors or use an "IF" conditional branch with the switches that are set for each? (I use a switch to make sure the correct portraits and options display depending on which gender players chose, and it works, so would I do it just like that?)
As for #5, just to clarify, Bloodlust's scope is set to "The User" currently. It is meant to buff the player's attack for 5 turns, which is done with an Add Buff in the effects. If I add the lifesteal state I created under effects, as you said, would it apply this to the player and give them lifesteal for the duration of the battle, up to 5%? Or, how would it work? I'm actually not sure how I intended it to work now that I'm looking at it. (I assume I'd just set the Damage Type to NONE since it was meant as a sort of buff to the character and not its own damage-dealing move.)
Sorry if that last bit is confusing!