It's in the formula you quoted. I don't know of any command that takes the equipped weapon's attack alone, so you're stuck using a.atk - a.paramBase(2)
I could be wrong, but I don't think there's any way to do that.
So easy! All I had to do was thinking outside the box! Thank you,
a6p.
EDIT: New question! And yes, I tried everything mentioned in this thread before >_<''
I'm trying to make a skill that inflcits a state + damage when hit. But My hit chance is inside the battle formula as follows:
(Math.randomInt(20)+1+a.atk) > (10+b.def) ? (b.addState(34)); (Math.randomInt(a.atk)+1) : 0As you can see, it rolls a random number between 1 and 20, adds a.atk and check 10+b.def, if lower, deal 0 damage, else the damage.
The important part is the
(b.addState(34)); (Math.randomInt(a.atk)+1) : 0That comes after the mechanic resolution. I've tried anything to make it work. Using a plus sign as follows
(b.addState(34)) + (Math.randomInt(a.atk)+1)Makes the state being applied, but several 0 pop-up after and no real damage is done. A + sign, switching the operators (putting the state last in the "hit" part of the formula), putting everything inside (), all that just gets me a single 0. Other skills that deals only damage work as intended.
Help?