What is the purpose of each parameter?

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Started by Zausen 6 posts View original ↗
  1. Hello everybody:

    I'm searching for how each parameter works, some I understand, but others(3) aren't clear.

    Some parameters are explained in the documentations, but others aren't (Or I don't find them):

    Target Rate: is it a taunt? I tested with the enemies (with these didn't work) but it only works with the actors.

    Target Guard Rate: is it a defense possibility instead of attack? No, I tested it and I do not understand what is it.

    Recovery Effect Rate: does it have an effect when is healed? And if he is poisoned? What is exactly?

    A greeting for all.
  2. I've moved this thread to MV Support. Thank you.

  3. TGR Target Rate: How likely the enemies are to target that battler. For example, if one actor has 200% TGR and the other has normal (100%) TGR, the first actor is twice as likely to be targeted by a single-target enemy ability. There's no reason to put this on enemies, normally, since the player determines who the characters target (might work if characters have Auto Battle, though - not sure)

    "Target Guard Rate": not sure what this refers to. Do you mean the GRD Guard Rate? GRD is how "effective" your Guard command is. At 100%, your Guards will reduce incoming damage by one-half. At 200%, I think your Guards reduce damage by two-thirds; at 500%, reduces by five-sixths.

    REC Recovery Effect Rate: I think this is how effective heals are on the targeted character. If a healing skill would normally heal 100 HP, it will instead heal 200 HP if cast on a target with 200% REC. It will only heal 50 HP if cast on a target with 50% REC. So it's the target, not the user, that you want a high REC on. Not completely sure about this one; someone please correct me if I'm wrong.
  4. @Wavelength : That appears correct to me. At least that it appeared to work in my game when I used REC rate. As for usage, I mainly used it to create buff spells which can increase the REC rate for the entire battle party (handy way to get extra mileage out of a low level heal spell), and to create status ailments which blocked healing until removed.
  5. Wavelength said:
    TGR Target Rate: How likely the enemies are to target that battler. For example, if one actor has 200% TGR and the other has normal (100%) TGR, the first actor is twice as likely to be targeted by a single-target enemy ability. There's no reason to put this on enemies, normally, since the player determines who the characters target (might work if characters have Auto Battle, though - not sure)

    "Target Guard Rate": not sure what this refers to. Do you mean the GRD Guard Rate? GRD is how "effective" your Guard command is. At 100%, your Guards will reduce incoming damage by one-half. At 200%, I think your Guards reduce damage by two-thirds; at 500%, reduces by five-sixths.

    REC Recovery Effect Rate: I think this is how effective heals are on the targeted character. If a healing skill would normally heal 100 HP, it will instead heal 200 HP if cast on a target with 200% REC. It will only heal 50 HP if cast on a target with 50% REC. So it's the target, not the user, that you want a high REC on. Not completely sure about this one; someone please correct me if I'm wrong.

    Thanks you for your answer. :kaoluv:.

    Is possible "Target Guard Rate" is same o GDR. I readed this name in the code because my RPG not is in english. :kaoswt:.

    I'm sure, your information is/will be very useful :kaohi:
  6. target rate will work on the enemy if the skill used to affect the enemy has a random scope. Only a targeted/select scope completely overrides it.