
The point of using weapon elements is this: If an attack or skill has multiple magic elements, only the highest number among those magic elements is used. The difference is that if a skill has a certain weapon element, then for a character to use that skill, the character's equipped weapon must also have the same element. RM2K and RM2K3 use two types of elements: "weapon" elements and "magic" elements. Now that I've explained the problem, I'll explain the solution. You can't use the defense, attack, or magic stats at all. If you actually want someone to take half or double damage, you can't use status effects.

The base formula for magic skills is: Damage = Mag/4 - Mag/8 The fact that the magic stat only has half as big of an effect is designed to make up for the fact that it acts as both magical attack and magical defense. So if you make a skill that's 60% physical and has a damage value of 300, the formula becomes: Damage = 300 + ((Att/2 - Def/4) * 0.6) Magical skills work the same way, but the base formula is different. This number is not affected by anything at all. So if you set a skill to be 60% physical, the formula becomes: Damage = (Att/2 - Def/4) * 0.6 In skills, you can also add a flat number to this damage. The formula for physical damage from a normal attack is: Damage = Att/2 - Def/4 If you make a physical skill, you can set it to be a percentage of this. Halving an enemy's attack power also doesn't halve the damage the player takes.


Doubling the player's defense stat doesn't halve the physical damage they take. So here's the problem: the defense formulas in RM2K3 are kind of lame, and status effects are limited to halving or doubling stats.
