Remove Ad, Sign Up
Register to Remove Ad
Register to Remove Ad
Remove Ad, Sign Up
Register to Remove Ad
Register to Remove Ad
Signup for Free!
-More Features-
-Far Less Ads-
About   Users   Help
Users & Guests Online
On Page: 1
Directory: 39
Entire Site: 1 & 748
Page Staff: tgags123, pokemon x, tgags123, supercool22, claytune,
12-26-24 09:46 AM

Forum Links

Related Threads
Coming Soon

Thread Information

Views
932
Replies
0
Rating
0
Status
CLOSED
Thread
Creator
masterwizard
09-17-10 11:14 AM
Last
Post
masterwizard
09-17-10 11:14 AM
Additional Thread Details
Views: 298
Today: 0
Users: 0 unique

Thread Actions

Thread Closed
New Thread
New Poll
Order
 

Idea for defense stat

 

09-17-10 11:14 AM
masterwizard is Offline
| ID: 242049 | 434 Words

masterwizard
Level: 15

POSTS: 12/35
POST EXP: 2579
LVL EXP: 14953
CP: 274.2
VIZ: 45106

Likes: 0  Dislikes: 0
I learned how to program in Java last year, and I'm thinking of making my own minor sort of RPG game, not fully final fantasy style, more like a Roguelike, at least the battles will be. So you run around and if you see an enemy you run into them and then have a real-time combat, mostly auto attack, spells and stuff will be cast outside of battle. anyway, I was wondering how I wanted to decide how much damage is dealt, so I thought I'd put this out here to see what people thought of my formula.
Basically I want:
A) Damage will never be reduced to just 1 damage. In so many games, if a character is like 1/2 the strength of another, he ends up doing 1 damage as opposed to like 50, making him 50 times weaker! AKA useless. I want weaker people and enemies to still have some impact that doesn't decrease exponentially, so a swarm of small enemies is still a threat. So something like (Attack - Enemy Defense/2) would not work.
B) defense and hp are unique. If I just take someone's attack and divide it by the opponent's defense, then your effective "Ability to absorb damage" is equal to your hp times your defense. so instead of multiplying your defense and hp both by 1.1, you could just multiply one of them by 1.21.

So i came up with the formula where when someone attacks, you take a random number from A/10 to A, so there's variation in their damage, and set that equal to F, and the enemies defense is D, so then the damage dealt will be:
F^(1/D)
Clearly here, defense would be a small value, for some enemies just 1, some would be like 1.1, or 1.2. What this does is it takes the root of F, such that larger values of F are reduced more than smaller values. So against an enemy with large D, larger hits would do less, so many many smaller hits would be more effective. If someone wants to run a list of numbers on this to get a better feel go ahead, I looked at some of them. So like D = 2 would take the square root of all damages. 1->1 4->2 9->3 and damages in between would be fractions of hitpoints (which would be acceptable) 2 would be pretty rare though, I might make some weird type of enemy with really high defense and really low hp so that it takes a bunch of small hits against him. But yeah, what do you guys think?
I learned how to program in Java last year, and I'm thinking of making my own minor sort of RPG game, not fully final fantasy style, more like a Roguelike, at least the battles will be. So you run around and if you see an enemy you run into them and then have a real-time combat, mostly auto attack, spells and stuff will be cast outside of battle. anyway, I was wondering how I wanted to decide how much damage is dealt, so I thought I'd put this out here to see what people thought of my formula.
Basically I want:
A) Damage will never be reduced to just 1 damage. In so many games, if a character is like 1/2 the strength of another, he ends up doing 1 damage as opposed to like 50, making him 50 times weaker! AKA useless. I want weaker people and enemies to still have some impact that doesn't decrease exponentially, so a swarm of small enemies is still a threat. So something like (Attack - Enemy Defense/2) would not work.
B) defense and hp are unique. If I just take someone's attack and divide it by the opponent's defense, then your effective "Ability to absorb damage" is equal to your hp times your defense. so instead of multiplying your defense and hp both by 1.1, you could just multiply one of them by 1.21.

So i came up with the formula where when someone attacks, you take a random number from A/10 to A, so there's variation in their damage, and set that equal to F, and the enemies defense is D, so then the damage dealt will be:
F^(1/D)
Clearly here, defense would be a small value, for some enemies just 1, some would be like 1.1, or 1.2. What this does is it takes the root of F, such that larger values of F are reduced more than smaller values. So against an enemy with large D, larger hits would do less, so many many smaller hits would be more effective. If someone wants to run a list of numbers on this to get a better feel go ahead, I looked at some of them. So like D = 2 would take the square root of all damages. 1->1 4->2 9->3 and damages in between would be fractions of hitpoints (which would be acceptable) 2 would be pretty rare though, I might make some weird type of enemy with really high defense and really low hp so that it takes a bunch of small hits against him. But yeah, what do you guys think?
Member

Affected by 'Laziness Syndrome'

Registered: 09-16-10
Last Post: 5186 days
Last Active: 2888 days

Links

Page Comments


This page has no comments

Adblocker detected!

Vizzed.com is very expensive to keep alive! The Ads pay for the servers.

Vizzed has 3 TB worth of games and 1 TB worth of music.  This site is free to use but the ads barely pay for the monthly server fees.  If too many more people use ad block, the site cannot survive.

We prioritize the community over the site profits.  This is why we avoid using annoying (but high paying) ads like most other sites which include popups, obnoxious sounds and animations, malware, and other forms of intrusiveness.  We'll do our part to never resort to these types of ads, please do your part by helping support this site by adding Vizzed.com to your ad blocking whitelist.

×