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The INT+AGI+LUCK jumble.

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    The INT+AGI+LUCK jumble.

    As I understand,

    INT = Simply how smart your enemies are (what actions they take in battle and how considerate they are of their own HP and MP whilst making their decisions).

    AGI = How quickly they get a turn and how often they dodge.

    LUCK = How often your enemies score a critical hit AND MAYBE how often they score a hit at all?

    A challenge for me: Balancing all of these plus an enemy's MP to make a particular enemy use his one skill roughly as often as his regular attack. Suggestions? Is it what I'm thinking: "INT" has more to do with how often he uses this skill if the cost is 1 MP and he has about 40?

    #2
    Re: The INT+AGI+LUCK jumble.

    INT is just how well they follow your commands.

    So if you have "Skills Only" and INT at 100 they will only do skills.

    However if INT is at 50 they occasionally will use somthing other than a skill.

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      #3
      Re: The INT+AGI+LUCK jumble.

      Originally posted by Red Dragon View Post
      INT is just how well they follow your commands.

      So if you have "Skills Only" and INT at 100 they will only do skills.

      However if INT is at 50 they occasionally will use somthing other than a skill.
      No, if you put "Skills Only" they'll only do skills. It's the other ones like "Economizer" or "Physical First" That the INT affects how often they listen to the command set.

      RD's right except for the ones with "Always" in front. Then the INT doesn't really matter.

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        #4
        Re: The INT+AGI+LUCK jumble.

        Would it be efficient to make them all "Skills Only", with every skill costing 1 compared to a total of 99 MP (or more if it allows that; I can't remember) and then just name some of the skills "Attack"?

        I don't know about how much space a skill takes up..

        What's an increasingly annoying part of my problem here is those damn "Critical Hits"! Maybe you guys know of a better way? And finally, does "Anti-Critical" transform the would-be criticals into regular attacks or make them do 0 damage?

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          #5
          Re: The INT+AGI+LUCK jumble.

          That's what I do except I make them "All Magic" because skills can miss. I just make it so it doesn't cost any MP. I also give all my monsters anti crit. It will just do normal damage. I think it works out pretty good and I would suggest doing it.

          Good luck.

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            #6
            Re: The INT+AGI+LUCK jumble.

            Wait, you give all your MONSTERS anti-critical? Isn't that a defense attribute for the targets (in this case, the characters I don't want to be hit by a critical)?

            And that sounds good. Didn't even realize I could make the cost of magic 0. And yeah, I meant to say "magic" rather than "skills".

            ..So I assume the special skills (be them "magic" or "skill") doesn't consume much of your database?

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              #7
              Re: The INT+AGI+LUCK jumble.

              Not sure about database usage (I suspect it's pretty minimal), but keep in mind each character (I can't remember for monsters, but it might be the same) has only 16 skill/spell slots available for use.

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                #8
                Re: The INT+AGI+LUCK jumble.

                Originally posted by Perversion View Post
                Not sure about database usage (I suspect it's pretty minimal), but keep in mind each character (I can't remember for monsters, but it might be the same) has only 16 skill/spell slots available for use.
                Yeah it's 16. It doesn't take any memory to make new skills. The data goes along with the memory used to make the monster or character class. They'll be the same amount used whether you have 1 skill or 16. I know this because I waited to add a bunch of skills until I was at 99.9% in Holy-Chaos.
                Last edited by Lausen; 11-29-2008, 10:36 PM.

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                  #9
                  Re: The INT+AGI+LUCK jumble.

                  Awesome! Then, that's what I'll do. Just for clarification's sake, however, do any of you know exactly what "Anti-Critical" does for my character? Will it make a would-be critical hit do zero damage, or will it completely replace would-be criticals with a regular hit?

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                    #10
                    Re: The INT+AGI+LUCK jumble.

                    Also, what do you guys recommend for AGI and LUCK stats (regarding both characters and monsters)?

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                      #11
                      Re: The INT+AGI+LUCK jumble.

                      Originally posted by thelegendaryX View Post
                      Awesome! Then, that's what I'll do. Just for clarification's sake, however, do any of you know exactly what "Anti-Critical" does for my character? Will it make a would-be critical hit do zero damage, or will it completely replace would-be criticals with a regular hit?
                      It's just a normal attack. With "Anti-Critical" there is zero percent chance of it occuring.

                      I'm not really too sure AGI and LUCK. You'll just have to test things until the pacing feels right. It may take a while, but there's no replacment for nicely balanced battles.

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                        #12
                        Re: The INT+AGI+LUCK jumble.

                        Okay. Well, now, I'm trying to get the monster to use a variety of his skills rather than just his strongest! Does INT have anything to do with that?

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                          #13
                          Re: The INT+AGI+LUCK jumble.

                          Isn't LUCK the percentage chance for critical hits?

                          My 0 LUCK monsters never critical hit...
                          Final Exams are not a good time to attempt to get back into a site. ^_^;

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                            #14
                            Re: The INT+AGI+LUCK jumble.

                            If I'm not mistaken, your LUCK stat is weighed against your opponent's LUCK stat to determine your chance for a critical. That goes for both receiving and dealing critical blows. It's more of a case of 'what percent of a bonus do you receive for a critical hit' than a 'percent chance of critical' though. 99 LUCK does not mean you'll critical-hit every time, just that you'll be more likely to, and even then, it's weighed against your opponent's LUCK.

                            The best thing to do with agility is to play a battle in playtest mode, hit the debug menu, and adjust people's AGI. You can boost it up to 999, and see how it affects the battle order. Again, it's a case of comparison. Putting everybody on 999 AGI will make the battles much faster, but everyone will act in the same way as if they all had 25 AGI. If 3 people have an AGI of 25, and the 4th person has an AGI of 999, then that person will act about 3-4 times for each other player action.

                            INT, as stated, seems to be the character's chance of doing what they are 'told' to do in some of their action settings.
                            Last edited by Ωbright; 11-30-2008, 04:35 AM.

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                              #15
                              Re: The INT+AGI+LUCK jumble.

                              Originally posted by Ωbright View Post
                              If I'm not mistaken, your LUCK stat is weighed against your opponent's LUCK stat to determine your chance for a critical. That goes for both receiving and dealing critical blows. It's more of a case of 'what percent of a bonus do you receive for a critical hit' than a 'percent chance of critical' though. 99 LUCK does not mean you'll critical-hit every time, just that you'll be more likely to, and even then, it's weighed against your opponent's LUCK.

                              The best thing to do with agility is to play a battle in playtest mode, hit the debug menu, and adjust people's AGI. You can boost it up to 999, and see how it affects the battle order. Again, it's a case of comparison. Putting everybody on 999 AGI will make the battles much faster, but everyone will act in the same way as if they all had 25 AGI. If 3 people have an AGI of 25, and the 4th person has an AGI of 999, then that person will act about 3-4 times for each other player action.

                              INT, as stated, seems to be the character's chance of doing what they are 'told' to do in some of their action settings.
                              Mmmm, interesting. So does this mean that there's no way to entirely avoid critical hits on both sides of the ball (short of making monsters use Only Magic and giving them much higher Luck stats than Players)?

                              So far I've been giving allies and foes alike a Luck stat of 30 (assuming this would produce uncommon Criticals), but if it really does just compare, it might be the same to just leave everyone's Luck at 0.

                              Actually, this might be testable. We could set allies' and enemies' Luck to zero (or 1), and test a battle. Then, set allies' and enemies' Luck to 99 (or 98), and test a battle. See if there's a difference in the percentage of critical hits that the engine throws us.

                              This is the kind of thing that Agetec (in the manual) and Enterbrain (in the game) should be explaining in a forthright and very direct manner. And it just baffles me that they leave it a mystery when, almost by definition, they are making a game for micromanagers.


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