What is the purpose of attributes? Why change the damage of an attack AFTER the damage is calculated? And the attack attribute is used to reduce damage??
"Attack Attributes They are assigned to an ability or item and use the target’s attribute value for calculation."
What? So I assign Fire to my ability and the fire attribute of the target is used to modify the damage? Why not use something like a fire resistance status in the damage calculation? Because you don't have access to the target's fire resistance status value?
It's a feature that you can use, but you don't have to. Of course, you can also use a fire resistance status value and use that in your calculations (and you can also use attack/defence attributes there).
For attack attributes it runs like that: - you assign the attribute to an attack (e.g. fire spell is set to the element Fire) - you attack an enemy with the fire spell - the enemies Fire element attribute value (i.e. practically it's fire resistance) is used to influence the damage An attribute value of 100 means 100 % of the damage is dealt. 50 means 50 %, 200 means 200 % - negative attribute values will turn a damage into healing.
While attributes seem similar to status values, they allow setting up those things without having to add this to each of your calculations. Doing the same thing with status values would require to make an individual formula for each different elemental attack, while with attributes you could use the same formula and just change the ability's attack attribute. Also, attributes can be overridden by status effects (e.g. a fire enchant effect can change the attack attribute of your base attack from normal to fire).
Post edited by gamingislove on
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An attribute value of 100 means 100 % of the damage is dealt. 50 means 50 %, 200 means 200 % - negative attribute values will turn a damage into healing.
Yes, attack and defence attributes calculate the same way.
In contrary to attack attributes, the defence attributes will use the attribute assigned to the target (e.g. race human) and use the attribute value of the attacker.
Post edited by gamingislove on
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Attacks don't have defence attributes, but they can ignore the defence attribute of the target. Usually, fire (i.e. elements) would be classic attack attributes - they're assigned to the attack (e.g. fireball) and use the target's resistance to it (i.e. their fire attribute value) to calculate the final damage.
Something like a fire absorb ability would either be a passive ability or an active ability that adds a status effect. The status effect (or passive ability) would give a bonus to the fire attribute value of the combatant (e.g. -50 to reduce the damage fire attacks do by 50 %).
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Yes, the bonus settings will add the defined value to the attribute's value - negative menus will reduce the value of the attribute.
The attribute start value settings (classes, combatants) however define the initial value of the attribute, bonuses will be added to this value. The default start value is defined in each attribute's settings, classes and combatants can optionally override them.
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i made a fire attack skill which is double the damage with ice and half for water.. now my question is does it affect all the attribute or just the type of attribute that the target had?
I think you're confusing things again - a fire attack would use Attack Attributes, which use the target's attack attribute value for damage calculation.
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I think you're confusing things again - a fire attack would use Attack Attributes, which use the target's attack attribute value for damage calculation.
what i'm trying to achieve is wherever i use a attack that had those attribute attach ( e.g fire attack ) it will affect not just the attribute type of target..
if i use a attack attribute,it will only affect the attribute type of the target ( in this case fire )
like in the mechanics in pokemon, a fire is strong ice but weak on water, and so on..
Still, attacks don't have defence attributes, so you can't assign a defence attribute to an attack. The defence attributes define the type of a combatant, e.g. human, fire elemental, etc. The attacker's defence attribute value defines how much damage they'll do on that type - but this is used in all attacks that have the defence attributes not set to ignore.
The pokemon mechanic can be built with attack attributes, you only need to set up the attack attribute values for each combatant correctly. In your example, an ice type enemy would have a fire attack attribute value of 200, a water type enemy would have fire value of 50.
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Of course, you can also use a fire resistance status value and use that in your calculations (and you can also use attack/defence attributes there).
For attack attributes it runs like that:
- you assign the attribute to an attack (e.g. fire spell is set to the element Fire)
- you attack an enemy with the fire spell
- the enemies Fire element attribute value (i.e. practically it's fire resistance) is used to influence the damage
An attribute value of 100 means 100 % of the damage is dealt. 50 means 50 %, 200 means 200 % - negative attribute values will turn a damage into healing.
While attributes seem similar to status values, they allow setting up those things without having to add this to each of your calculations. Doing the same thing with status values would require to make an individual formula for each different elemental attack, while with attributes you could use the same formula and just change the ability's attack attribute.
Also, attributes can be overridden by status effects (e.g. a fire enchant effect can change the attack attribute of your base attack from normal to fire).
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is the defense attribute calculates the same?
In contrary to attack attributes, the defence attributes will use the attribute assigned to the target (e.g. race human) and use the attribute value of the attacker.
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if i use attack attribute instead of defense attribute.. my attack will also become fire w/c kill the idea of being all defense property
Something like a fire absorb ability would either be a passive ability or an active ability that adds a status effect. The status effect (or passive ability) would give a bonus to the fire attribute value of the combatant (e.g. -50 to reduce the damage fire attacks do by 50 %).
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fire strike (convert attack to fire) i made a element fire in attack attribute then it's up to me to adjust the attribute,
the fire absorb or the fire resist is just a status effect that modify the fire attribute of my combatant'
is that right?
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if i set the value of fire attribute to 50 does it set to 50 or add a 50?
The attribute start value settings (classes, combatants) however define the initial value of the attribute, bonuses will be added to this value. The default start value is defined in each attribute's settings, classes and combatants can optionally override them.
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now my question is does it affect all the attribute or just the type of attribute that the target had?
and did i set it right ? :D
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if i use a attack attribute,it will only affect the attribute type of the target ( in this case fire )
like in the mechanics in pokemon, a fire is strong ice but weak on water, and so on..
The defence attributes define the type of a combatant, e.g. human, fire elemental, etc.
The attacker's defence attribute value defines how much damage they'll do on that type - but this is used in all attacks that have the defence attributes not set to ignore.
The pokemon mechanic can be built with attack attributes, you only need to set up the attack attribute values for each combatant correctly. In your example, an ice type enemy would have a fire attack attribute value of 200, a water type enemy would have fire value of 50.
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ok thanks for the help :)