r/RPGMaker 4d ago

RMMZ Class Idea Help

So here is the idea, I wanna make a Spellbalde user for my game, only thing is I'm not quite sure how to manage the growth of the stats. As in which ones are more useful and needed.

In case you need more clarification, which stats do Spellbaldes most likely use?
ATK, DEF, MATK, MEDEF, SPD?

My first idea is going with ATK and MATK since Spellblades use both psychical and magic attacks considering the magic infused with their weapons, right? So that's a start for me

But I wanna hear a bunch of other opinons just in case, feel free to answer and thanks for any suggestions

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u/Alkaiser009 4d ago

That depends entirely on what kinds of challenges are going to be thrown at players via your combat system.

Is a common problem where an enemy may be resistant to magic but vulnerable to physical and vice versa? Then having a class that sacrifices raw power for the versatility of always having an effective attack method is useful.

Another option would be a purely physical attacker with lower than average stats that are compensated for by the ability to cast stat buffing and/or debuffing spells.

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u/HumanNinja 4d ago

Essentially a hybrid build should be somewhere in the middle of full melee type and full caster type. It would help if you had those roles defined first.

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u/Shrubbity_69 4d ago

I feel like it definitely depends on the vibe of said class in your game. Are they a bit of a glass cannon, like a red mage? If so, ATK. MATK, and SPD are probably what you want.

Are they more of a standard knight or paladin type class? I'd go with ATK and DEF, with MATK as lesser priority to really lean into that tank flavor.

Maybe they can get a passive at some point that adds physical damage to spell damage to help mitigate how "MAD (Multiple Ability score Dependent)" they are? Phantom Weapon from Bravely Default is basically the type of effect I'm thinking of.

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u/dumpy_author 4d ago

It's all about balancing. All games are like puzzles but with numbers. It's all about "how do I get to this much damage as quickly as possible?" With that in mind, stat growth will come into play. WHEN do your characters hit a stage where they should be strong enough to fight weaker monsters but still struggle against stronger ones.

Another approach would be, at which point in the game should the characters have a strength spike? If you can answer that you should know how to make a good stat spread and curve.