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PostPosted: January 28th, 2009, 3:43 am 
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Well, I use the formula knowledge as a basis. Even if the numbers look good on paper, it may not turn out so well in-game. Gotta remember, there's a bunch of extra variables that affect the overall gameplay, like what attacks enemies choose and how many enemies there are. And of course, how often you (or the enemy) wind up healing in battle. In the end, the trial and error actually is beneficial.

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PostPosted: January 28th, 2009, 10:23 am 
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However, I'm not gonna set my stats as low as they can go, either, because the level-ups work against low stats as well. If a set of characters have their attack going up by 1, 2, or 3 points per level, by L30, each character would have 30, 60, and 90 attack points. Having that 60-point difference between the strongest and weakest attacker can't be helped much, but that character with only 30 attack points is going to be causing pitiful damage in comparison. But if I have the attacks going up by 4, 5, and 6 points with stats at L30 being 120, 150, and 180, that 120-attacker may be relatively weak compared to the 180-attacker, but at least that 120 still leads to a respectable amount of damage.


I... I never even thought of that. T_T

That's painfully true.

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PostPosted: January 28th, 2009, 3:44 pm 
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Draygone wrote:
Well, I use the formula knowledge as a basis.


This is what this topic is about originally. Does everyone (but me) have this formula knowledge in the community? Did you discover it? How does one get it? Because it is not in any of the instruction manuals or the RPGM2 Prima guide.

EDIT: Is it 'considered' (within the community) something we should try to discover for ourselves (to be original) or is it considered something that should be understood is respectable to refer to, like an instruction booklet, or the help option on RPGM2 for example. That is what I am really asking.

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PostPosted: January 28th, 2009, 4:28 pm 
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in an online game i used to play a few smart guys did a ton of tests and broke down how various stats effect the game and came up with formula to match. i dont think anyone at present has broken it down to that finite a calculation.

edit: and if i remember right, building on drays good advice, the status effect stat is %. 99.99 i think is its max value?

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PostPosted: January 28th, 2009, 8:10 pm 
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I pretty much did rigorous testing. Played with the stats to see if I could spot any patterns. Kinda hard with status effects, because even at a rating of zero, some status effects have a success rate on top of that. I believe Death has a 30% chance of failing (or was it working) without considering the ailment resistance stat.

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PostPosted: January 28th, 2009, 8:39 pm 
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luck may have some play into the factor too. i agree, i think some status effects are more likely to succeed then others.

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