Yo idk if this is intentional or not but, there is something with wulfricks kit that annoys me. Draining claw does absolutely no dmg when he has bulbark or watermal equipped. It made me wonder if its a skill thats purely based on atk, if so than doesnt that defeat the point of being able to use that skill in the first place with def or mdef builds?
Draining Claws damage is based on your ATK stat, yes. I'm not sure if it's even technically possible to change the base stat for a skill based on what weapon you have equipped in RPGMaker, but since Bulbark has way higher damage potential given that it uses two stats for damage calculation AND that Wulfrick has so much more equipment that boosts his DEF, giving him an even more powerful skill to pair with that might be broken. Draining Claws already got nerfed a couple years ago, because it was too OP on its own.
Here's an example for what I mean. In this build, Wulfrick's base attack deals almost 160 HP damage to the foreman in the mine, tripling that with Draining Claw would be absolutely insane, and Spedumon was already unsure whether or not the Bulbark is too powerful. Especially given that in this defensive build, Wulfrick's HP is already over 600, and even more, 80-90% of all attacks in the game, including from bosses, don't even deal 1 HP damage to him anymore. And that equipment isn't even that hard to get, the Bounty Hunter set can be purchased in Piratetown, and the Steel armor can be crafted at the armor smith in Shiptown.
Yes I agree bulbark is broken compared to watermal or anything else, should be only def, it doesnt make sense that it already isnt but watermal should still work imo. Also watermal should only be like 75% of mdef converted into dmg bc having a defensive stat turned into offense is always a dangerous route in all rpgs.
Idk how the coding works or who the person is that does the coding, but isnt it possible to straight up make the final basic attack damage be the one that gets calculated to scale instead of stat based scaling? So wulfricks basic attack x whatever scaling currently is. Since there is nothing that adds flat damage to attacks rn this would be the same as having atk scaling but make it possible to use watermal at least. This can also open up +flat weapon damage type of build designs possibly for future builds if it were to work like that (fucko is an example with items that give extra atk on crit).
I already assumed this was the case but since we cant see any scalings in the game at all for some reason I needed to test it and thought it was a bug. Wish he adds scalings in descriptions.
You might wanna join Spedumon's Discord server. there's a channel for items in the game and balancing. There's also other folks that know more about RPGMaker than I do. Maybe somebody knows of a plugin that does what you're looking for.