January 12, 2020, 1:19pm
So recently I made a game and released it. After a while, some people found a couple of issues one being how the damage system is calculated.
Let me explain, so in this game, there is no end to how much stats you can grind but the amount of experience you earn from each stat is based on your damage divided by 1000.
Because of such low rates what I’ve done is that for damage calculations I’ve simply added the strength stat onto the base damage.
So since punch is like 5 damage, and I had like 100 strength it’d do 105 damage.
But then the obvious issue is the ratios are off. For example, some abilities do 30 damage which ends up doing 130 damage which isn’t a lot more.
So, in the end, the damages are all-around 100 and I would like some sort of new formula to calculate how much damage is to be inflicted.
I have a stat and base damage for each ability.
Any feedback would be appreciated
local TotalDamage = BaseDamage + StrengthStat
January 12, 2020, 3:29pm
local TotalDamage = Strength * (1 + (Damage/100)) + Damage
What about this?
Damage was 30 and
Strength was 100,
TotalDamage would be
January 12, 2020, 3:35pm
Definitely more unique then mine. This makes the base damage matter more. Thanks. I’ll leave this thread open for a while longer because I want to see other possible formulas.
January 12, 2020, 3:47pm
you could just try this, its pretty OP but:
local totalDamage = BaseDamage * StrengthStat
local Resistance = 25 local TotalDamage = (StrengthStat / (BaseDamage / Resistance)) / 1 + ((BaseDamage / 10) % Resistance)
January 12, 2020, 8:50pm
This. You would have to tune the base damage to be a bit lower, or the strength, either one - in order to prevent damage numbers from growing too large. But this allows scaling really well between different skills.
If you think it’s too OP, consider making strength fall off at some levels if that’s something you are considering.