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Original Source
Original title: Need help with Skill disruption + Damage formula.
Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker VXAce Support
Summary
I have a boss fight where after a while the boss will begin to "channel energy" and two turns later unleash an attack that could potentially cause a Total Party Kill. In order to prevent an inevitable game over, the party must use a specific skill to "disrupt" the channeled energy before the attack occurs, effectively cancelling it. I tried to make this behavior by having the boss on the sixth turn (of a 10 turn loop) always use the initial "channel energy" skill, and add a state to the...
Archived First Post
I have a boss fight where after a while the boss will begin to "channel energy" and two turns later unleash an attack that could potentially cause a Total Party Kill. In order to prevent an inevitable game over, the party must use a specific skill to "disrupt" the channeled energy before the attack occurs, effectively cancelling it. I tried to make this behavior by having the boss on the sixth turn (of a 10 turn loop) always use the initial "channel energy" skill, and add a state to the boss called "Charge ," then the following turn (using the condition "State: Charge 1 inflicted") use a different channel energy skill to add a state called Charge 2, then on the next turn the boss uses the powerful attack if the condition "Charge 2 inflicted" is met.
(Here's a screenshot, to further clarify
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However, when I tested this in game and used the disruption skill to remove Charge 1 before the second energy channel skill is used, the second skill is used anyway, followed by the powerful attack on the next turn. Is there a simple way around this problem? (NOTE: Both charge skills have an invocation of -1000, so they will always be performed at the end of the turn.)
Also, I need some help with the damage formula for the aforementioned powerful attack. I want the attack to do more damage the less HP the boss has, capping at 9999 damage. However, every formula I've tried so far has either caused the attack to do negligible amounts of damage if the boss's current hp isn't in the hundreds range (and even then the damage is rather pathetic until the boss gets under 10 HP.) or it does (still quite pathetic) damage much different from the results on my calculator. I ideally want the damage output of the attack to start around 200 at full health and then exponentially increase to 9999 when the user is at 1 health. Can someone help me find a reliable formula that will do this regardless of what the user's max HP is? (I'm also planning on giving the party a version of this attack too, using the same formula.)
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