Paramaters, EXP Growth, and Skill Damage Equation Help

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Started by Wyn Wizard 3 posts View original ↗
  1. NOTE: I do believe this topic belongs in the Game Mechanics Section do to is nature. If my question belongs in another sub-forum, I apologize and would like a heads up on where it shall be moved to. Thank you.

    Ok, so recently I've been trying to dive deeper into the mechanics of how RPG Maker VX Ace Lite works and I have been wondering how the Parameter/EXP growth are calculated and how one can really work with it. Also, I haven't the foggiest idea on how to set up skill damage equations or what the best method to do so is.

    To shed some light on what kind of "muses" I'm using, I would like to put most of the thanks to Archea and the game Subterranean Starfield, since its the only game thus far I have found for the Lite platform.

    The idea I want to use for the parameter growth is a small starting number, like what you would get in standard game of D&D or Evolution Worlds. Like, I want the base stats to start off small and grow gradually for each class. and Im not sure how to start off each stat or how to have them grow. im kinda stuck here cause im basing my enemy stats and my skill equations off of the base stats of the characters. My four classes are Knight [Average, Melee DPS], Rouge [stealth, Melee/Ranged DPS], Ranger [Magic/Stealth, Ranged DPS], and Cleric [Magic/Tank, Melee DPS]. If you can either give some feedback or point me to a place which can help, id be happy. And do worry about "long-winded" explanations, I have no trouble reading long answers, just so long as it helps.

    Thanks,

    Gene
  2. Basically, all parameters, EXP curves and the damage formulas are to be set by the game developer - the default solutions given are not completely balanced (they can't be, because they don't have any information about game progress as there are no maps) and only there to have something to start playtesting.


    There is nothing that prevents you from changing them in any way (the parameter curves can be set with manual values if neccessary) to make the game into something you want.


    That said, changing them might require you to do some mathematics to fit the formulas. The default damage formula is intended to give double the difference between attackers ATK and defenders DEF as a damage value - that can turn into too high values if you work with low numbers.


    However, in most cases it should work as long as you keep the values of all parameters in about the same value areas.


    I think you should just change the parameters to the values you want, and then make a few test battles to see if the combat has the correct lenght. If the damage is too high and the battles are ended with first hit, then you might have to do some changes to the skill damage formulae.
  3. ok ander. Thank you. I'm starting on that now. I figured out how to set up the right idea for the Knight class, but I'm wondering if it wouldn't just be easier just to stick with a one class hero though...