03-25-2010, 11:56 PM
And would you play if it were just for practice? I mean with no exp and no UPs for these battles?
I've been doing some reasoning about the battle formulas. I fixed a few fundamental objectives.
One is that I want the players to figure out really quickly what damage a weapon or a skill will produce, so that they can plan their strategy in the light of that.
Next, I wanted some character parameters to affect attacks and skills, in a combined way with the attack of weapons and the power of skills.
Finally I wanted the Intelligence value to play a role both when using magical skills and when being the target of them.
So, here are a few ideas I have come up with.
Ok, now to explain how the three min functions work and why they have been put there I will propose a few examples.
A wizard with INT=20 (A) and a wizard with INT=100 (B) use the same skill, with POWER=100. According to the formula above we have:
A' damage = 20 + 100 + min(20, 100) = 140
B' damage = 100 + 100 + min(100, 100) = 300
As you can see A is "too weak" to exploit the skill to its full potential (which would be 100 + 100), as its INT value limits the min function. B instead uses the skill at its full potential and the damage is 114% higher (more than doubled).
What happens if they both use a stronger skill? Let's say 500?
A' damage = 20 + 500 + min(20, 500) = 540
B' damage = 100 + 500 + min(100, 500) = 700
Now, 700 is just 29% higher than 540. What's happening here is that also B is too weak to exploit the full potential of the skill, and the two damages become more similar. In other words it is a situation in which the skills counts more than who is using it.
The same goes with STR and Weapon ATK (you need STR to exlpoit the "bonus" damage points of your weapon), and with INT and MDEF (you need INT to exploit the "bonus" defense points of your weapon).
I'm still not sure about ranged weapons and the attacks (and skills) made with them. I think using the character's HIT parameter in the same way as the STR parameter is wrong, after all, if it makes sense that a stronger character deals more damage with a sword, a gun deals a damage that doesn't depend on who's using it. What could happen is that a character has bad aim. So I guess I will start from there.
I've been doing some reasoning about the battle formulas. I fixed a few fundamental objectives.
One is that I want the players to figure out really quickly what damage a weapon or a skill will produce, so that they can plan their strategy in the light of that.
Next, I wanted some character parameters to affect attacks and skills, in a combined way with the attack of weapons and the power of skills.
Finally I wanted the Intelligence value to play a role both when using magical skills and when being the target of them.
So, here are a few ideas I have come up with.
Quote:Melee Weapon Physical Attacks:
DAMAGE = User's STR + Weapon's ATK + min(User's STR, Weapon's ATK)
Ranged Weapon Physical Attacks:
DAMAGE = User's HIT + Weapon's ATK
Magical Skills:
DAMAGE = User's INT + Skill's POWER + min(User's INT, Skill's POWER)
Physical Skills:
DAMAGE = (Damage of the physical attack with the equipped weapon) * Skill's POWER / 100
Physical Defense:
DEFENSE = Defender's PDEF
Magical Defense:
DEFENSE = Defender's MDEF + Defender's INT + min(Defender's MDEF, Defender's INT)
Ok, now to explain how the three min functions work and why they have been put there I will propose a few examples.
A wizard with INT=20 (A) and a wizard with INT=100 (B) use the same skill, with POWER=100. According to the formula above we have:
A' damage = 20 + 100 + min(20, 100) = 140
B' damage = 100 + 100 + min(100, 100) = 300
As you can see A is "too weak" to exploit the skill to its full potential (which would be 100 + 100), as its INT value limits the min function. B instead uses the skill at its full potential and the damage is 114% higher (more than doubled).
What happens if they both use a stronger skill? Let's say 500?
A' damage = 20 + 500 + min(20, 500) = 540
B' damage = 100 + 500 + min(100, 500) = 700
Now, 700 is just 29% higher than 540. What's happening here is that also B is too weak to exploit the full potential of the skill, and the two damages become more similar. In other words it is a situation in which the skills counts more than who is using it.
The same goes with STR and Weapon ATK (you need STR to exlpoit the "bonus" damage points of your weapon), and with INT and MDEF (you need INT to exploit the "bonus" defense points of your weapon).
I'm still not sure about ranged weapons and the attacks (and skills) made with them. I think using the character's HIT parameter in the same way as the STR parameter is wrong, after all, if it makes sense that a stronger character deals more damage with a sword, a gun deals a damage that doesn't depend on who's using it. What could happen is that a character has bad aim. So I guess I will start from there.