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healing formula = hp / 3 Subtitute in the actual formula for hp: healing formula = (300 + 20 * level^0.3) / 3 Of course we don't want it to be based on the caster's level but on their magic. To get the right healing formula you will need to do some algebra. You want a healing spell that heals approximately 1/3 of an average party member's HP, assuming the healer and the target are the same level. Your healer's magic stat is roughly equal to 10 + level/2. For example: -An average party member's HP is roughly equal to 300 + 20 * level^0.3.
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If so then your formula needs to account for that by basically converting the magic growth rate formula into the HP growth rate formula. For example, it's very common for HP to grow quadratically while magic might grow linearly (or at least at a slower rate). But it's very likely that the two stats don't grow at the same curve. If your player gets most of their stats from levels, then you should hopefully already know what the stat growth curves are. Getting a good formula for healing is about figuring out how your player HP growth compares to your player's magic stat growth (or whatever stat affects the power of healing spells). If you want to try coming up with your own formulas, try starting with asking yourself what you want the formula to accomplish. I usually create a new formula for every project I start. There are of course a myriad of other desires that affects what kind of formula is desirable. I prefer changing the stats so that I can use stats I'm comfortable with rather than having to adapt my stats to fit the formula. This is one of the benefits of creating your own formulas, you can control what you want the numbers to be. Another consequence is that defense has to be kept lower than attack. That doesn't mean it's a bad thing of course. If you use Base Power + (10 + a.atk - b.def)/10, it's very likely you end up having to give characters less hp than attack and defense, which is rather rare in RPGs. However, you could do the opposite consider hp set and in this case the former formula would require you to give characters four times the attack and defense compared to the later formula. Assuming everything else is equal, with the later formula, you have to give characters and enemies four times the hp compared to the former formula. What a.atk ** 2 / (a.atk + b.def) does compared to 4 * a.atk ** 2 / (a.atk + b.def) is to change the ratio between hit-points and the attack/defense stats.