

2) and 3) are similar, but has (usually) subtle differences in how they interact with enemy defense. The first option is good if the player is meant to eventually get stronger skills the replaces earlier skills while the other options are better if the skill is supposed to remain useful trough the whole game.

There are different ways to go about it, including, but certainly not limited to, following: 1) a.atk * 4 - b.def * 2 + 50 2) a.atk * 5 - b.def * 2 3) (a.atk * 4 - b.def * 2) * 4 / 3 So, which one should you use? Unfortunately, the answer depends one several factors, like how payment for using the skill is handled, how long the skill is supposed to be useful and overall how the game is planned. a.atk * 4 - b.def * 2 Now, we want to make a physical skill that's stronger than the basic attack. Let's take a very basic formula for the default attack as an example. The problem with damage formulas is that it's hard to even give basic advices. You don't want a magic user to be able to kill a boss in just two or three spells, but you also want them to be better than just spamming the Attack option every turn. The hard part is figuring out a formula that won't overkill bosses while still being useful. Of course, that's just if you keep the default spells and progression in the game. Fire only has to be usable until you get Fire 2, so to avoid having a super great spell that will last you through the entire game, it's scaled to be less useful when you get to the point where Fire 2 is your main spell. Physical skills don't usually get additional tiers, so they need to be usable for the entire game. When it comes to magic, a lot of the skills seem more poorly scaled than physical ones because by default, there are multiple levels of each elemental magic. It's a lot better than XP when it comes to balancing, since each individual skill can have its own formula.
#Rpg maker mv damage formula how to
The formulas are a little hard to understand at first, but just holding the cursor over the box displays how to use them. I like to have defense-ignoring skills, skills that gain power if you have high speed, skills that utilize both attack and magic, etc. I always completely wipe out the preset skills whenever I start a new project, since I feel the ones that are there weren't done as well as they could have been. (For example, the Physical "Berserker's Dance" skill's formula is a.atk * 5 - b.def *2) So, if I simply substitute a formula like the attack skills but use it for the magic skills instead, like maybe a.mat *5 - b.mdf *2, would that put magical skills on the same playing-field as physical skills? I know a lot of this is just going to come down to trial-and-error and in-game testing, but if anyone has tips on building a robust skillset with damage formulas, I'd be really happy to hear them :D Thanks! I have, however, noticed that in previous RPG Makers (Well, XP, at least) Magic damage doesn't seem to scale nearly as well as Physical damage, and if I'm understanding the formulas correctly, VX Ace follows this trend, as something like 150 + a.mat *2 - b.mdf *2 (the default Fire spell formula) won't get as much extra oomph from magic power as a physical skill would from increased physical attack. I'm making my new game in VX Ace, which I've just recently gotten my hands on, and I have to admit that I'm not very good with math, so deciding on how damage formulas work is a little daunting to me.
