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[RMMV] POKEMON DAMAGE FORMULA?

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I'm trying to figure out a way to make a damage formula that works the same or similar to the one used in Pokemon, since those are the games I'm most familiar with in their mechanics. I've already based the stats of all the actors in my game off of numbers similar to Pokemon stats. For example, the highest attack stat any of them can reach at max level is 385, and a more average one at max level is around 270.

There is only one source I've found that could have helped with this, but the formula in it is incomplete. It looks as if the attacker's level needs to be added. https://www.youtube.com/watch?v=T7BnC36jG24

Basically what I need help with is figuring out a way to write the following formula in MV, excluding the "modifier" : http://cdn.bulbagarden.net/upload/4/47/DamageCalc.png

"modifier" is done in RPG automatically through things like elemental matchups and such, so I don't need to include it.

"base" is in place of the attack's base power. For examples, in Pokemon, a weak base power is 30 and a strong one is around 100.

I'm really not skilled at math and have no idea how to approach this. I really don't know how to write formulas out myself, even after looking at all the terms and symbols and what they mean. If someone could rewrite this formula in a way that functions in MV or at least a similar one, that would help me out a lot.

If it helps or matters at all, the main reason I would prefer to stick to something similar to Pokemon instead of, say, Final Fantasy is that I want to avoid getting into huge numbers. The game I'm developing is a fan-made Kirby RPG, so I want to design it similarly to Nintendo's RPGs, which typically don't have you dealing out thousands of points of damage like most JRPGs. This makes it much easier to tell whether you're dealing large or small amounts of damage, since the numbers you're comparing aren't so vastly different. Basically, I want to avoid having any numbers above the triple digits.
Not tested but I think:

(2 * a.level + 10) / 250 * a.atk / b.def * !!BASEHERE!! + 2


Should do it. Replace a.atk and b.def with a.mat and b.mdf and the !!BASEHERE!! with your target. Note that by default enemies don't have a level stat you can set, I don't know what the default is offhand but it'll probably screw up the algorithm if an enemy uses it.

This might be a helpful read, it has some of what you can do in damage algorithms in MV.
Tested it. This works perfectly so long as I use a plugin to give enemies levels, which is easy enough. I can just manually set a static level for each enemy that will never change or be shown, and only be used so that formulas like this one work. I don't have to rework anything else.

Thank so much for the help! This will make balancing the battle system far easier for me.
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