What do you think a good way to handle stat points to damage values are?

Let me explain:

Im making a fighting game that you level up from after completing quests and killing enimies. I am creating a stat point system and just wondered: What is a good way do transfer the values to the player. NOT a value in the player, I mean, if the default damage is 2 and the player puts 3 stat points in, then they will deal more damage. If i times the deafult damage by the players stat points, then they will end up doing 6 damage. If then they have 12 stat points, they will deal 24 damage. Personally, I think advances too fast but I want to hear how you think I should do it whether its times together but lower the stat point income or something else.

Thanks

I believe this also ties in with #help-and-feedback:game-design-support as it has more to do with content scaling rather than the actual formula scripting.

All I can say with no experience in this kinda topic is to steal the damage formulas from other rpg games on or not on roblox like dungeon quest which I believe follows a linear formula.

Or you could make a game where it’s really complex like an idle game with polynomial or maybe exponential growth which I believe is more fun because the numbers keep going up really fast and progress hence feels fast and addictive as well untill a certain point of course.

For this yeah scripting math stuff will be required:

I think the best way will be to use a large number of ModuleScripts which can store different values and then require them to use them in damage calculations in other ModuleScripts or normal Scripts.

Alternatively, you could store them in Value Instances (e.g. IntValue) in ServerStorage and retrieve them using Scripts or Module Scripts to do the maths.

Either way, it will be an intricate system with several layers unless you want it to get very messy.

As for transferring values, you should most likely run that through the server using remote functions/events anyway, since RPG games do not need to be quite as responsive as FPS games, and so the delay is acceptable.