This screen allows you to change how much damage an attack will do and how it will come up with the numbers. Options appear and disappear as you change other options: those with no effect are hidden. At the bottom of the screen, the calculation of the damage (DMG) and effect on the target is previewed in detail. Note that DMG is positive if harming and negative ("negated") when healing (as subtracting a negative value will increase the target stat). "limit(X, Y to Z)" means limit the value X to within the range Y to Z (no less than Y, no more than Z). Use the Up and Down arrow keys (or PgUp, PgDn, Home, and End) to navigate the menu. Use the Left or Right arrow keys to change the values. Hold ALT and press the left or right arrow keys to change which attack you are editing, or type in an ID number. ************************************* Number of Hits: The number of hits you want the attack to do. But if the attacker's Hits stat is not zero then an additional, random number of hits will occur, unless you disable that by either the attack or General Preference bitset. ************************************* Damage Math: Changes the formula for how much damage is done. The formula for each choice is shown on-screen. Below are comments on using them. -Normal: Good for your basic attacks as the standard formula. -Blunt: Lowers attack slightly while cutting defense by a large amount. Very effective against high defense -Sharp: Raises attack, but doesn't halve defense. Effective on low defense. -Pure Damage: Ignores defense entirely, making it better for attacks with low power, status effect damage, items that heal for certain values, and so on. Also great for all powerful, devastating attacks. -No Damage: Doesn't do damage at all. Good if you are making an attack that isn't a real attack, such as for graphical effect or for doing certain kinds of attack chains. - = [N]% of Maximum: Sets the to a percentage of its maximum value. For HP and MP, the max is self explanatory, but for other stats it's considered what the stat was when the battle started. Good for making stats weaker or stronger without stacking if used more than once such as a Haste or Protect spell. If the "percent is damage instead of set" damage bitset is turned on, then this becomes great for things such as healing 33% of HP. The percent, [N]%, can be changed by changing the 'Extra Damage' number. - = [N]% of Current: Much like above, but instead of using the maximum value, it changes based on what the stat currently is. ************************************* Base Attack Stat: What the word ATK is in the formula. The stats themselves are self-explanatory in use, so here are explanations as to some of the special values. -Previous attack: The same base attack as the last attack performed. Can be considered Mime-like at least in what the strength of the attack is. -Last damage to attacker: The strength of the attack here will be based on how much damage the last attack did to them. Not to be confused with remaining HP, this is good if you want an attack that punishes the use of strong attacks. Good in combination with Pure Damage to ensure damage back is similar to what just hit. -Last damage to target: The strength of the attack is based on how much damage was last done to the target. The damage done to the target could be done by anyone. Also good in combination with Pure Damage. -Last cure to attacker/target: Same as above, but for cure spells or spells that increase stats. -Lost HP: Damage will be based on how much HP in TOTAL has been lost. Obviously meant for come back attacks or attacks that reward prolonging being healed. -Random 0-999: Exactly as it says. Great for attacks that are meant to be completely random such as for a gamber. Use the extra damage to potentially raise and lower the range of damage this will do (EX: 1000% will make this attack 0-9999, while 10% will make it 0-99). Keep in mind, this is a base attack, not the end damage value, so you may want to use Pure Damage in conjunction unless you prefer Defense to be factored in. -100: Doesn't seem special. Just 100 base attack, but this is actually very useful in combination with extra damage in order to get specific values you may want for an attack. Say I want an item that heals for 40 HP. With this and pure damage, just set the extra damage to -60%, and the 100 will turn into 40, and will do exactly that much healing. Also great for boosting stats. ************************************* Base Defense Stat: What the word DEF in the damage formula will be. There are no special values here other than the list of stats. ************************************* Target Stat: What stat you want to actually change. Normally HP, but can also be used to lower MP, or alter any other stats for beneficial or negative effects. There are some special target stats that can be changed that are actually status effects. -Poison Register: The more damage inflicted to this, the more poisoned the character/enemy will be. Take care that the poison register actually increases with damage, so when using "set poison register to [N]% of maximum" that 0% is severely poisoned, and 100% is complely cured. -Stun Register: The more damage inflicted to this, the longer the stun duration lasts. Each 1 damage is equal to 1 second of stun. As with Poison, 0% of maximum is heavily stunned and 100% is no stun at all. -Regen Register: The opposite of poison, where the hero is being periodically cured instead of damaged. Despite being a curing status effect, you still have to damage the Regen register to make its effect increase, while curing it will remove Regen much like the other status effects. -Mute Register: The more damaged this is, the longer the target will be unable to use attacks with the bitset "fail if muted" turned on. ************************************* Extra Damage: Increase in percentage (100% = 2x, 1000% = 11x, etc..) in how much more (or less) damage is done. Values above 0% increase the damage, and values below decrease it.