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Post by Gardevoir Master on Mar 26, 2007 14:55:15 GMT -8
Yeah. I come up with a lot of things, although a lot of this is inspired by another game.
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Post by sportzplyr9090 on Mar 26, 2007 17:36:45 GMT -8
I meen, I have 3 rolplay websites, and I never typed anything half as long as that!
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Post by Gardevoir Master on Mar 28, 2007 18:53:56 GMT -8
I guess I had a lot to say.
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Post by Gardevoir Master on Aug 13, 2007 18:18:51 GMT -8
Okay, here's my new idea: Instead of the Momentum Meter, I'm going to steal the Smash Ball idea from Super Smash Bros. Brawl and create Rift Berries. Rift Berries will appear randomly during battle and can be used at any time to activate your Signature Moves, but they will work differently from how I assume the Smash Ball works. 1. Rift Berries expire at the end of battle, so you won't be able to use them in the next one. 2. Rift Berries can be used at any time for an instant crit or a full heal. 3. Rift Berries will automatically revive the holder when they are knocked out in a team battle. 4. At the end of battle, all remaining Rift Berries will be exchanged for Rift Tokens. Rift Tokens will have their own functions, too. In battle, you can spend one to use any special ability normally unavailable to you. If you manage to collect ten of them, you can exchange them for Rift Juice. I haven't decided what Rift Juice does, though.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Aug 25, 2007 22:30:25 GMT -8
I'd like to state some observations that I've made: The Evasion Stat cannot go higher than 4 without Class (Rogue, Monk, Dragoon, Ninja, and Bard bump it to 5; while Dancer brings the max to a whopping total of 6) or Equipment bonuses (which can increase it indefinitely, since you have listed no cap). It is virtually impossible (less than 0.3% chance) for a Bull-whip or Ball-and-Chain to hit a 4 Evasion character (much less those with higher) making them virtually useless weapons. Weapons with 2 Accuracy (which have a home in half of the weapon categories) don't fair much better (at about 2.7% chance). The inverse will be true for characters with 2 or 3 Evade (pretty much everyone except Offense Specialists) against characters with 4 or 5 attack weapons (which likewise have a high occurrence). A few solutions to this problem: Make Speed alone evasion. This will make the speed stat more powerful than the others, so in this case you should probably make it cost double. Change evasion and accuracy to a bonus to a single, pair or threesome of Dice. In the case of a single die, you should probably cap both accuracy and evasion pretty low to help ensure that characters never get locked out of hitting (or dodging) an opponent at their skill level. Make Evasion based off of the Statistics relating to the attack (for instance, PA+PD+Spd=Physical Evade). This would prevent people from maxing out both physical and special evade without making too many changes to the current system (It also helps to solidify a difference between PA/SA and Speed). (I personally would recommend this course of action.) You can leave the system as it is (which will make all of the most powerful characters to be swift, offensive characters).
Items I believe to be Typos: Sai has no accuracy. HP and SP up and Rare Candy add 200 to HP/SP. (I think you intend for these to be 50 after the change in HP levels.) Weapon damage multipliers don't have a place in your damage equation. (I believe this to be a simple oversight.)
I hope this information is helpful to you, and of course, I offer this as entirely constructive criticism.
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Post by Gardevoir Master on Aug 26, 2007 13:03:49 GMT -8
Thanks for the information. I've been trying to figure out what to do with Speed since I removed the Momentum Meter. I'll have to fix those typos, as well. As for weapon damage, they are applied the same way certain held items are applied. However, the equation I found does not include held item bonuses as far as I can tell. But since you can't unequip weapons in mid-battle, the bonuses are considered part of the stat they are applied to and don't need a special place in the equation. As for Evasion and Accuracy, I'm still trying to figure that out. I want to do it like Pok?mon does, but my only reference is this page. It tells me how Evasion and Accuracy change, but I'm unclear on what determines the default. Either way, I don't see much use in making separate Evade stats for Special and Physical. The low accuracy of some weapons are supposed to balance out their power by making them more difficult to use. But if you're saying they're not hitting at all, I guess I need to change them. I was hoping the difference would be slight, but with dice I guess that wouldn't be the case. You can see why I would want to do it the Pok?mon way.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Aug 26, 2007 23:42:59 GMT -8
I happened to have stumbled across your missing piece of information while I was re-aquanting myself with Pok?mon. All attacks in Pok?mon have a base percentage of success. For example, if a Pok?mon uses Fury Swipes, it normally has an 80% chance of success. However, if it has been effected by Sand Attack once, lower that to 3/4 it's normal value, or 60% chance of success. Here You can find an attack database with base accuracy values.
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Post by Gardevoir Master on Aug 27, 2007 19:21:29 GMT -8
Okay, yeah. According to someone else I asked, the game produces a random number between 1 and 255. The odds of missing in RBY with "100%" Accuracy was 1 out of 255, roughly 99.6%.
What I'm considering is setting default Evasion to 100, then generating random numbers between 1 and the Evasion value. If the number is lower than the move's Accuracy, it hits. Multipliers from the aforementioned page will be applied to Evasion and Accuracy before the number is generated. Of course, I could set Evasion to 255 and try to roll ([Accuracy]% of Evasion) or lower, which should be more like how Pok?mon does it.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Aug 27, 2007 20:41:04 GMT -8
Having both an accuracy and evasion roll slows down play, but helps defending players to feel like they have more control over thier character's fate. However, in this instance to get the same odds as in Pok?mon, Evasion would be so atrociously low (and in alot of cases, 1-1), making it largely ineffective in this fashion. If only one roll is made, though, it probably should be accuracy. The best way to go about that, is to have the attacker roll against his own accuracy. If he rolls lower, he succeeds. If he rolls higher, he fails. You could make it COMPLETELY like Pok?mon, by multiplying the accuracy percentage by 256, and then rolling an evasion of 1d256 against it, with success (a hit) being where evasion is equal to or lower than accuracy. (This however, is probably more complicated than is practical for a hand played game.)
Edit: Because I realized that Pok?mon actually generates a number between 0 and 255, I changed some wording.
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Post by Gardevoir Master on Aug 28, 2007 20:07:34 GMT -8
Having both an accuracy and evasion roll slows down play, but helps defending players to feel like they have more control over thier character's fate. However, in this instance to get the same odds as in Pok?mon, Evasion would be so atrociously low (and in alot of cases, 1-1), making it largely ineffective in this fashion. If only one roll is made, though, it probably should be accuracy. The best way to go about that, is to have the attacker roll against his own accuracy. If he rolls lower, he succeeds. If he rolls higher, he fails. Isn't that what I said? And yes, I intended for just one roll. That sounds good. Maybe I'll go with that.
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Aug 28, 2007 22:57:57 GMT -8
I had understood that you were going to have the defender roll.
Just exactly how much like Pok?mon do you want this?
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Post by Gardevoir Master on Aug 29, 2007 15:20:08 GMT -8
Just enough that I can run a battle without rolling dice half the time, be they real or digital. I've got damage calculation, and I've got an idea how to calculate evasion... I think all I need now is PokeBall catches and maybe HP calculation. Unless I'm forgetting something...
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Aug 30, 2007 5:01:37 GMT -8
Well, HP is a stat just like Attack of Speed. Most Stat Calculators have it as part of thier function. No one is really certin on exactly what the Pokeball catch rate is. See here for alot of theories, but no real answers: bulbapedia.bulbagarden.net/wiki/Catch_Rate and click on Discussion at the top.
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Post by Gardevoir Master on Aug 30, 2007 16:45:21 GMT -8
So... much... math... @_@
Well, if that's the equation, it shouldn't be difficult to make into a program.
HP is a separate stat, but if I treated it as such here I would have to do the same with SP. To be like Pok?mon, I guess I'd have to apply the same equation as the other stats (10X+60). Question is, how many points do I add to the pool?
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Reagan
Junior Trainer
I'm homesick for a city to where I've never been.
Posts: 85
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Post by Reagan on Aug 31, 2007 2:30:01 GMT -8
Actually...why would you need SP when Pok?mon uses PP? If you're trying to make it like Pok?mon, special techniques could just be assigned PP (limited use), with fewer points awarded to more powerful abilities. Modify: Woot! Critical Hits...just incase you don't have it. www.angelfire.com/pa4/jman/critical_hits.html
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