I have a Tower Defense game I’m working on and each class starts out with a different damage that’s preset. But, I wanted to give it some flavor and make so the damage value is different for each unit placed, where as the title says “The further the value from the original preset value, the rarer it is to get”.
for something like this i used poisson distribution which you can configure to have a peak but then it can also go really low or infinitely high with lower probability
basically the formula is centered around -1 * log( random() ) because low values for random yield really high values
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