Well, I can't remember what I was going to add to that last post (note to self: I think it was M2 event system and why it is called M in the first place, some history on the series...), so I will continue with my talk about the character system with stats. I will also touch upon the battle system a little.
First of all, let me explain how M2's stat system worked. It worked pretty well, and I will probably recreate it as the base of M3's stat system.
I had 6 main base stats (inspired by FF8), speed, dex, hit and evade percents, and some derived stats. Let's get started with the base stats.
- Str (strength): this stat formed the base which is used in deriving the character's attack power. base str + job str + weapon = attack power.
- Vit (vitality): Formed the base for defense power. Base vit + job vit + helmet + armor = defense power.
- Mag (magic): Base of magic attack. Base mag + job mag = magic attack.
- Spr (spirit): Base of magic defense. Base spr + job spr = magic defense
- Sta (stamina): Base of hit points: Sta * 5 = Max HP
- Int (intelligence): Base of magic points: Int * 3 = Max MP
The base stats were increased by the current job stat divided by two each level up, and your bonus points (explained in the character section) could be applied to these, on a one for one ratio.
Next, the level 2 base stats:
- Spd (speed): This determined how fast the character got his turn in battle. It would max out at 15, and would have the job speed added to it directly. It would only increase one point every 10 levels, or you could spend 5 bonus points to get one point increase.
- Dex (dexterity): This controled how much stuff you could have equipped. Each equipable item in M2 had a dex value, and it would subtract that from your dex when you equipped it. If your dex dropped below zero, you could not equip anything more.
Dex = base dex + job dex + character's current level - (all equipped stuff);
Now, the percentages:
Hit%: inspired by the stat of the same name in Final Fantasy 1, this determined two things: what your odds of hitting the enemy were, and how many hits you would get on him.
Each time you hit the enemy, your hit percent would be cut in half, and you would try to take a second hit. If you miss, your attack was over, if you hit, it would be cut in half again and you take another swing. It continues until you missed. Usally 2 hits were common, and 4 or 5 were rare, but awesome when they connected.
Hit% = weapon hit stat + base stat + job stat. It did not increase with new levels. A common value would be about 90%.
Evade%: Each time the enemy passes his hit% check and tries to hit you, you could take an evade chance. If you evade, the attack misses (though the enemy could take another swing; that was based on his hit%)
Evade starts off high, about 70%, dependant on character and job. It did not increase with level ups, and was decreased for each piece of armour equipped (again, inspired by FF1). When armoured up, a common value was about 25%.
Now, the derived stats: HP, MP, Atk, and Def:
HP, MP: this much is obvious. M2 allowed your HP to drop below zero though; the farther below zero it was, the lesser chance that life magic would work on you (overkill means getting back up is not easy at all).
Then attack and defense were used to determine damage with a formula like this:
damage = (((attack * 2) - defense) * random between 95% and 105%) + random between 0 and 3.
If damage after that was less than or equal to zero, damage would randomly equal zero or one.
This formula kept things interesting; it was predectable, but not boring. Attack was multiplied by two to counter act the effects of having both a helmet and armour on the defended, and the relativly high evade percents.
And now magic damage:
magic damage = spell damage value + magic attack - magic defense * random between 70% and 100%.
(and of course, elemental adjustments after this, which were simple percentages)
Magic defense would be randomly weakened because I like powerful magic. Black mages should be something to fear, not a waste of time (yes, I am looking at you FF8 and 9).
Also keep in mind that healing magic was negative magic damage in that game, so high magic defense had its disadvantages too.
What I explained here was my old system in M2, but as I said, I liked it, and will probably use it again, with a little more refinement. Any more suggestions on this topic?