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Realistic Weapons Formula

Okay, my characters need realistic weapons and armors. Like a sword that does a bunch of damage when hit across the chest not like a little slice. There are no monsters and only human on human.

What I need:

How do I make armor more realistic?
How do I make weapons damage more realistic?
How do I make enemies more realistic?

Thanks.
 
Err, what do you mean by realistic? If your talking about damage, you can easily change the amount in the database.

I really don't see what you're getting at. You also might want to look into getting an custom battle system. Try searching the forums for RRTAB.
 
You can't change, in the default battle system, whether the sword slices someone's head or someone's feet. It's set so it hits one part of their body every time. Unless you use a custom battle system, the damage will be around the same every time.

If you want something "realistic", it may not work with the current system because in 1-2 hits they'll be dead.
 
Regimos":1wfa4lpv said:
You can't change, in the default battle system, whether the sword slices someone's head or someone's feet. It's set so it hits one part of their body every time. Unless you use a custom battle system, the damage will be around the same every time.

If you want something "realistic", it may not work with the current system because in 1-2 hits they'll be dead.

That is what I want. But when I make it they take about 10-20 hits to die.
 
Well if that's so, you can...
1. Go to the Database and then the Weapons tab. Under "ATK", add more to the value and keep testing until it feels right.
2. Go to the Enemies tab and lower either the "MaxHP" or the "PDEF" of the enemies.
3. Go to the Actors tab and increase the STR of the actor.

#1 would probably be the easiest option.
 
Have you looked at the Battle Formulas in the help document?

The things that affect damage are the attacker's weapon ATK, the ATK modifiers of any current active state, the Attackers strength, and the Target's physical defense (PDEF).

In it's simplest form:

Damage(target.HP) = (attacker.ATK - (target.PDEF / 2)) x (attacker.STR + 20) / 20

attacker.ATK = current weapon ATK

So, raising the weapon ATK value or the actor's STR would do more damage.
lowering the enemies PDEF would also do more damage
lowering the enemies HP would require less total damage to kill it

Which is pretty much what Reg suggested.
 

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