MAKING DEF LIKE ATK
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In a lot of games (and part of mine included) Atk can increase infinitely if people can get powerful enough weapons. Also in a lot of games, defense tends to have a hard bottom- if someone hits 100% fire resistance, they become immune to fire attacks. I'm trying to figure out if anyone has found a formula that helps to balance these stats out, so that a 60% attack boost could equal a 60% def boost, if two people are fighting each other.
Is there an inverse formula I could use with def so that it better matches atk (if 100% atk boost equals double damage, what formula could I use so that 100% resist boost equals double the damage reduced)?
I know that there is probably an algebraic equation for this, but I'm not a genius in this area.
Thoughts?
Is there an inverse formula I could use with def so that it better matches atk (if 100% atk boost equals double damage, what formula could I use so that 100% resist boost equals double the damage reduced)?
I know that there is probably an algebraic equation for this, but I'm not a genius in this area.
Thoughts?
Depends on the engine you're using and the work you put in.
With a default database and rpgmaker vx ace or later:
defense is subtractive, but easily controlled by the damage formulas you enter
default formula is atk * 2 - def, which makes attack and defense stats scale equally, but if defence is double attack, then no damage is done.
resistances are multiplicative:
element rate of 10% means you take 10% of normal damage
element rate of 0% is immunity
element rate of 200% is double damage
etc
Now lets look at some non rpgmaker systems.
An armor rating with 2 numbers... (based on roguelike TOME)
light armour (leather) with 5 / 25%
light armour (mithril) with 40 / 25%
heavy armour (plate) with 35 / 50%
The first number is the maximum damage absorbed, the second number is the damage resisted.
A wolf hits for 8 base damage - this would be reduced to 6 by either light armor, or reduced to 4 by the heavy plate
A dragon bites for 200 damage - the plate reduces this to 165, while the mithril reduces it to 160 (in both cases the damage reduction limit is exceeded)
Diminishing returns
Attack and Defense are converted by a formula such as square root before being compared.
May convert character stats and equipment stats seperately and sum afterwards to make equipment progression more important.
example from an MMO:
first 700 points of attack are worth 1 attack power each
next 1000 points are worth 1/2 a point each
remaining points are worth 1/4 a point each
So that continuing to min/max into attack would still improve damage dealing ability but by lesser amounts, while a small investment in defence or HP would improve survivability considerably.
(Said MMO had equipment for attack, defence, healing or HP)
With a default database and rpgmaker vx ace or later:
defense is subtractive, but easily controlled by the damage formulas you enter
default formula is atk * 2 - def, which makes attack and defense stats scale equally, but if defence is double attack, then no damage is done.
resistances are multiplicative:
element rate of 10% means you take 10% of normal damage
element rate of 0% is immunity
element rate of 200% is double damage
etc
Now lets look at some non rpgmaker systems.
An armor rating with 2 numbers... (based on roguelike TOME)
light armour (leather) with 5 / 25%
light armour (mithril) with 40 / 25%
heavy armour (plate) with 35 / 50%
The first number is the maximum damage absorbed, the second number is the damage resisted.
A wolf hits for 8 base damage - this would be reduced to 6 by either light armor, or reduced to 4 by the heavy plate
A dragon bites for 200 damage - the plate reduces this to 165, while the mithril reduces it to 160 (in both cases the damage reduction limit is exceeded)
Diminishing returns
Attack and Defense are converted by a formula such as square root before being compared.
May convert character stats and equipment stats seperately and sum afterwards to make equipment progression more important.
example from an MMO:
first 700 points of attack are worth 1 attack power each
next 1000 points are worth 1/2 a point each
remaining points are worth 1/4 a point each
So that continuing to min/max into attack would still improve damage dealing ability but by lesser amounts, while a small investment in defence or HP would improve survivability considerably.
(Said MMO had equipment for attack, defence, healing or HP)
Thanks for the input. After reflecting, I found the formula I'm looking for:
End Dam = (Atk+100) * (100/(Def+100))
This will make my numbers balanced, so that 5 def (5% boost) and 5 atk (5% boost) are equal. Unfortunately, now I'm stuck figuring out how I want to implement it, because while I like smooth numbers for people, the first 100% def reduces damage by half, and everything after that quickly drops. Perhaps I can make it so that percentage boosts to def only boost def numbers that are already present- meaning an armor has to have 50 defense in order for that number to increase. Now I really want to experiment with how to implement that to replace the standard elemental resistance 0-100 model.
End Dam = (Atk+100) * (100/(Def+100))
This will make my numbers balanced, so that 5 def (5% boost) and 5 atk (5% boost) are equal. Unfortunately, now I'm stuck figuring out how I want to implement it, because while I like smooth numbers for people, the first 100% def reduces damage by half, and everything after that quickly drops. Perhaps I can make it so that percentage boosts to def only boost def numbers that are already present- meaning an armor has to have 50 defense in order for that number to increase. Now I really want to experiment with how to implement that to replace the standard elemental resistance 0-100 model.
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