Omnimaga
Calculator Community => Other Calculators => Topic started by: ztrumpet on November 27, 2010, 08:02:01 pm
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Though I have a set of formulas for Elmgon, they are not even close to realistic. I've tried to change them, but to no avail. This has me wondering what formulas does everyone else use, and if I can borrow their ideas. Any advice is greatly appreciated. Thanks in advanced. ;D
tl;dr: What damage formulas do you use in your RPGs?
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I like to make the attack and defense a ratio and then use that as the base for calculations. For example, the one I'm using right now looks like
(Attack+Weapons)/(Defense+Armor) * (power of move) * (level of attacker)/(some constant)+1
'Some constant' usually varies depending on what number range you have for power and attack/defense and level.
The +1 is there in case of 0 damage (So that level 1 stuff fighting each other won't turn into an endless battle :P)
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Well.....what kind of formulas?
For example, Imagination Quest has no levels. The power of the attacks is based on how many battles they've fought.
I've got different formulas for different weapons and different attacks. (To account for accuracy and such).
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In Nostalgia, I use Chrono Trigger's damage formula, albeit slightly modified value-wise to work with Axe.
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I'm posting from my DSi, and while it's still pretty weird, it's actually less painful than posting from my iPod.
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In tao, i'm developing a formula that is based on the weakness of one attack and another (like water and fire), the 'level' of that attack, te amount of magic the person has, along with hp. I don't have an exact formula yet, because it's obviously complicated. I think i'm going to write a program that i can put a formula in and try all values for and find the best/worse case scenario of literally everything. I'll post an update when that gets figured out. Also, leveling up is done by battles and quests. In the game, you can specialize in any of the elements, but light for raito and dark fo kurai are basically the ones you use. Throughout the game, you can train in others and learn other attacks.
But yeah, that's basically how damage is caclculated. It really depends on the game, though. What do you have to work with?
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9999, nothing else.
Just kidding, it depends of the game. In early Illusiat games and ROL series it can be stuff such as CharLV^2/2+randInt(1,LV) or CharLV^3/EnemyLV+randInt(1,LV*2), since almost everything is dependent on your level. Then there can be things such as weapon/armor affecting your stats or magic. In that case a magic formula might also add damage multiplying and in case of elemental properties as well.
Illusiat 13 damage/healing formulas are the following:
Cure= int(20(MAG/9)(5*MLV
ATK SPELL=int(50(MAG/9)(5*MLV))/DEF*ELEM
REGULAR ATK=int((randint(0,9)=/=0)*ATK*LV/DEF
MLV is the level of that magic attack. It goes from 1 to 9. MAG power could go up to 1998.
Note that multiplication/division-based formulas can lead to extreme damage variations, though. This can pose problems in Axe RPGs, where damage is capped to 65536. For example, in Illusiat 13, a maxed out character regular attack power with an Atlas Ring equiped vs an enemy with 1 defense point would deal 509490 damage points. (Keep in mind that game had a damage cap of 99999, something that wouldn't be possible in Axe)
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Here's what I have to work with from each enemy/you/ally:
3: Attack (Normal Type)
4: Magic
5: Defense
7: Fire Protection
8: Ice Protection
9: Bolt Protection
10: Earth Protection
11: Fire Attack Power
12: Ice Attack Power
13: Bolt Attack Power
14: Earth Attack Power
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here's a good one:
chance of hitting: (accuracy*2 + dexterity) / strength (round to 100% if above)
Hit damage: (Strength*5 + wielded_weapon_power*2) + (weakness/protection stuff here) - (enemy_defense * 6)
that's the one for trio and niko: falling.
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9999, nothing else.
Just kidding, it depends of the game. In early Illusiat games and ROL series it can be stuff such as CharLV^2/2+randInt(1,LV) or CharLV^3/EnemyLV+randInt(1,LV*2), since almost everything is dependent on your level. Then there can be things such as weapon/armor affecting your stats or magic. In that case a magic formula might also add damage multiplying and in case of elemental properties as well.
Illusiat 13 damage/healing formulas are the following:
Cure= int(20(MAG/9)(5*MLV
ATK SPELL=int(50(MAG/9)(5*MLV))/DEF*ELEM
REGULAR ATK=int((randint(0,9)=/=0)*ATK*LV/DEF
MLV is the level of that magic attack. It goes from 1 to 9. MAG power could go up to 1998.
Note that multiplication/division-based formulas can lead to extreme damage variations, though. This can pose problems in Axe RPGs, where damage is capped to 65536. For example, in Illusiat 13, a maxed out character regular attack power with an Atlas Ring equiped vs an enemy with 1 defense point would deal 509490 damage points. (Keep in mind that game had a damage cap of 99999, something that wouldn't be possible in Axe)
Cool. Would you mind if I used those formulas for Sky's Story? I'll credit you as necessary.
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No problem, just make sure to be careful if you ever use them in Axe. In Axe, I think formulas involving substractions rather than divisions might be better, but the issue is dealing with negative damage and preventing most weak attacks from doing 0-1 damage on your char if he's overleveled.