Announcement

Collapse
No announcement yet.

Physical Attack Damage

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Physical Attack Damage

    In RPG Maker 3, I have set my characters to have a physical attack power of 9999 at level 99. When I went into Playtest, I set my character's level to 99 and went into battle. I hit the enemy and the attack took off only around 1000. Can someone please tell me if it is possible to have an attack power of 9999? I have calculated the bonuses and stats correctly. However I did notice that the strength only goes up to 999. Is this the physical attack power? If so, how did I make a weapon that increases the phys. attack power by 999 and add in a item that gives the physical attack a boost. and the attack sometimes take off 11,000. Please help me. A reply would be highly appreciated.

    #2
    Re: Physical Attack Damage

    The hardest I've ever hit for is about 7-8k

    I am quite sure this game doesn't allow you to go past the 9,999 marker.

    I believe there is a cap on how much str can add to the attack...and a cap on the weapon. (Theory)

    And I don't think anyone has actually come up with the exact calculations...and there is definately some randomness to it as well...this is most prevalent with smash/critical
    Last edited by Aminveloscasin; 11-09-2005, 12:28 AM.

    Comment


      #3
      Re: Physical Attack Damage

      are you putting in mind the def of the enemy
      Last edited by bjohnson250; 11-09-2005, 08:25 AM.

      Comment


        #4
        Re: Physical Attack Damage

        Yeah I've kept defense in mind and I have hit past the 9,999 mark. I'm just going to try again and if it doesn't work i'm just going to reduce everything to 1/10 of what i had everything set to.

        Comment


          #5
          Re: Physical Attack Damage

          These kind of limitations stop you from creating a really long game, the only real way to avoid it is have your chars lv up slowly, and at the end, alot of damage would be 1000.

          Comment


            #6
            Re: Physical Attack Damage

            Personally I feel that hitting for anywhere over 5000 damage is overdoing it.
            "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

            Comment


              #7
              Re: Physical Attack Damage

              Enemies and characters can have in the 10,000K+ HP, so it depends (atleast I think it's that much for tops, dunno as I havent touched 3 in a long while).

              but yes, I too think that anything more than 5000 is overdoing it.
              I love lamp.

              Comment


                #8
                Re: Physical Attack Damage

                This becomes a problem though, its cool to have a character over 10k hp for the player, but if the monsters only do around 1000 even with skills, how do you manage this? I guess the best way is to set up three small creatures that have 999 attack each, and attack all skills the do 1000 to hp and mp, plus give them swift, but i'm not satisfied.

                Comment


                  #9
                  Re: Physical Attack Damage

                  I to have been having a hard time just balancing the leveling up, and monsters stats. I either make the char too strong, and they wipe the floor with my mons, or vice versa. Any advice would be nice.

                  Comment


                    #10
                    Re: Physical Attack Damage

                    Personaly, I would rather have hard monsters than weak ones. Sometimes balancing the stats can be a problem, but for the most part it is trial and error. Eventually you can get it right.
                    I had to change accounts. I'm here now - http://www.pavilionboards.com/forum/member.php?u=1475

                    Comment


                      #11
                      Re: Physical Attack Damage

                      Set the monster and character base stats lower, so leveling up one or the other doesn't increase its stats as much.

                      Then, at this point, if you get a situation where a monster is doing too much damage but you can't damage it, decrease its level by one or two notches, or adjust its stats by the following example: take one point off of the monster's strength base and one off of its defense.

                      It's a lot easier to tweak the strengths of the characters and monsters if you use lower starting stat values. You don't necessarily have to start a character at level one. I figured out what I wanted my character's stats to be, so I halved the starting values and started him out at level 2.

                      Comment


                        #12
                        Re: Physical Attack Damage

                        I to have been having a hard time just balancing the leveling up, and monsters stats. I either make the char too strong, and they wipe the floor with my mons, or vice versa. Any advice would be nice.
                        This is an unavoidable problem in every RPG creation tool. What you'll want to do is if they're too weak, make them slightly stronger with each testing until you're satisfied. If they're too strong, make them weaker little by little. The hard part is making the difficulty in your game consistent, whether you want the difficulty to remain the same the whole game, or if you want to do like commercial games and have the game start easy but get real hard by the end.

                        Also, when it comes to skills and status effects, it helps to get a general idea of when those appear in your game. For example, if you have 3 different levels of a fire spell, you'd have the first level from the start of course, then maybe have the L2 fire spell be used by a monster the first time in the third or fourth dungeon, then the L3 spell first used in the seventh dungeon.

                        And of course, if you ever decide to do so, there's nothing wrong with having some secret incedibly difficult boss somewhere in your game. Just make sure the player doesn't have to be too much higher a level than they need to be to defeat the final boss. Like if the player has to be L40 to defeat the final boss, make it so they'd have to be L50-60 to defeat the secret boss. Or, you could have the secret boss appear in the middle of the game at first, but not be possible to defeat until closer to the end of the game.
                        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                        Comment

                        Working...
                        X