Greetings all, once again. This time, I'm messing with battle algorithms.
I made the changes noted in this thread (http://www.rmxp.org/forums/index.php?topic=3862.0) to make physical, magical, and healing damages work as they do in FFX. So far, so good.
However, when I was doing some testing, using some of the stats from the original game to test it against (I replaced teh Ghost stats with those of the Sinscale, using the FFX STR for STR, AGI for AGI, EVA for DEX, and MAG for INT). Based on these, in FFX, you have a low level enemy (the first you face in the game, actually) that should do a decent amount of damage.
What you get instead is a enemy that can't hit the broadside of a barn.
I had assumed when I made the changes that they would affect both sides of the fight... now I wonder if this is so.
Is there only the one set of algorithms in the base setup, or is there one each for the party and for enemies? If my original assumption was correct, what changes do I need to make to get the proper return values for enemies attacking?
Or, perhaps, is this just affecting damage calculations, and NOT to-hit numbers? If this is so, an explanation of how this should work would be appriciated as well.
I made the changes noted in this thread (http://www.rmxp.org/forums/index.php?topic=3862.0) to make physical, magical, and healing damages work as they do in FFX. So far, so good.
However, when I was doing some testing, using some of the stats from the original game to test it against (I replaced teh Ghost stats with those of the Sinscale, using the FFX STR for STR, AGI for AGI, EVA for DEX, and MAG for INT). Based on these, in FFX, you have a low level enemy (the first you face in the game, actually) that should do a decent amount of damage.
What you get instead is a enemy that can't hit the broadside of a barn.
I had assumed when I made the changes that they would affect both sides of the fight... now I wonder if this is so.
Is there only the one set of algorithms in the base setup, or is there one each for the party and for enemies? If my original assumption was correct, what changes do I need to make to get the proper return values for enemies attacking?
Or, perhaps, is this just affecting damage calculations, and NOT to-hit numbers? If this is so, an explanation of how this should work would be appriciated as well.