- Joined
- Feb 23, 2019
You're trying to create a game and you need to implement the combat damage system, i.e: the calculations that need to exist when a character inflicts damage to another, based on "attack", "defense", "health", and other metrics.
Which one do you use and why?
There is discussion about this elsewhere, but I want to ask here on Kiwifarms as well, and if you want to introduce other metrics to the equation (like magic damage/defense, agility/evasiveness, poison, criticals, bleed, frost, paralysis, field/environment, etc) please do so.
I think it's important to get this right, because depending on what you choose, it could give you a game with glass-cannons, slow/fast, fair/unfair battles. As an example, it could be this one: [Damage = (100 * Atk)/(Def + 100)], which ensures damage as long as the attack is not 0, or another more complex, what seems to be the formula for one of the Pokémon generations (it includes new variables like the level or type of the character):
If you want, post why you think your formula is better, or what does it try to accomplish.
Which one do you use and why?
There is discussion about this elsewhere, but I want to ask here on Kiwifarms as well, and if you want to introduce other metrics to the equation (like magic damage/defense, agility/evasiveness, poison, criticals, bleed, frost, paralysis, field/environment, etc) please do so.
I think it's important to get this right, because depending on what you choose, it could give you a game with glass-cannons, slow/fast, fair/unfair battles. As an example, it could be this one: [Damage = (100 * Atk)/(Def + 100)], which ensures damage as long as the attack is not 0, or another more complex, what seems to be the formula for one of the Pokémon generations (it includes new variables like the level or type of the character):
If you want, post why you think your formula is better, or what does it try to accomplish.