What is your opinion about the next formulas?

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What is your opinion about the next formulas?

Post by Username »

Remember that the game doesn't have player level or experience. It is skill and stat based.
The player can use skills and using skills rises stats values. E.g. chopping trees increases strength. Reading complex books increases intelligence. Fighting without armor and weapons increases agility, etc...

Player chance to dodge an attack:

· dodge = dodgeSkill/2 + agility/3 + luck/20 - inventoryLoad/(2.5 + (player.str/50))

Maximum value for each element is 100, so dodge+agility+luck+weight = 400 maximum
player_damage or enemy_damage can be a maximum of around 20

Explanation:
dodge skill takes a large influence. How much you trained your reflexes.
agility is important, since low agility makes you slower
luck makes a little influence.
inventory load influences quite a bit, but a lot of strength makes your load to "weight" less.


How armor defends the player (or a monster):
actually armor/defense acts like a chance of the enemy attack to penetrate or not your armor and deal damage or not to you.

· if math.random(1, 100) + enemy_combat_tactics/15 + enemy_attack_precision/20 + enemy_damage/15 + enemy_luck/25 > player_defense then enemy_attack_penetrates_player_armor

Explanation:
combat_tactics, because an enemy that is trained in fighting may know better how to hit the enemy to avoid his defenses.
enemy_attack_precision means that the enemy may be trained to hit in weak spots or spots where the player armor is protecting less.
enemy_damage influences here because if the enemy doesn't much precision, but he deals huge damage, it is likely the player armor can't stand that amount of damage. For example, an enemy wielding a huge mace may not be precise, but sure it will pass over the player defenses. But a professional warrior may use a small knife and deal great damage if he knows how to use it well. This doesn't influences as much as precision.

Also, I'm tempt to add a skill that is "biology", that is used to know the different body parts in different animals, persons, plantoids etc.., so someone with high biology may know the weak points of a possible enemy, increasing a bit the chance to hit a critical spot.



Chance to deal fatal damage (fatal damage = instant kill the enemy) Actually this is hard to achieve because it is supposed the fight is quite fast and chaotic.
This chance is calculated when the player attack actually hits the enemy, so we must know if it was a fatal blow or not:

· player_precision/3.3 + player_biology_knowledge/3.3 + player_strength/20 + player_luck/100 - enemy_defense/4 - enemy_luck/100 - enemy_vitality/2.5

so, if the player has 100 in all and the enemy too, we got:

1 + 100/3.3 + 100/3.3 + 100/20 + 100/100 - 100/4 - 100/100 - 100/2.5 = 1 + 66.6 - 66 = 1.6 chance.

But if the enemy has 50 in everything:

1 + 66.6 - 33.5 = 34.1 chance




Those are the formulas I would like your opinion.

Thanks.
Last edited by Username on Sat Mar 23, 2013 10:32 am, edited 1 time in total.
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timmeh42
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Re: What is your opinion about the next formulas?

Post by timmeh42 »

I doubt many people here would have much experience in the maths behind hard-core rpgs - the best sources would be to look up the mechanics behind popular ones that work well. After that, you have to test the game with real players, and tweak the settings to the levels that work the best.

The 1.6 fatality chance may be a little too much, if the game is really fast, as the more hits you put out in a small amount of time, the higher fatality chance you get - as the fatality chance doesnt scale with your damage directly, players may be encouraged to stack attack speed.
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Jasoco
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Re: What is your opinion about the next formulas?

Post by Jasoco »

This reminds me of a document I found on GameFAQs once about the math calculations used by Super Mario RPG.

http://www.gamefaqs.com/snes/588739-sup ... faqs/30935
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