stainedofmind
Member
Been working on an idea for an RPG project for quite a long time now, but one thing I've constantly been hung up on is the damage formula. From my research, your typical damage formula comes in two basic forms:
A) Attack Power - Defense Power
and
B) Attack Power * (Defense Power / Max Defense Value)
... But, both come with their disadvantages.
With A, trying to damage high defense enemies just results in 0 damage. With B, by its very nature, there needs to be a maximum value defense can reach in order to conform to a percentage.
I don't want either of these ideally. With A, it's too simple, and it leads to just not being able to damage high defense targets. With B, you need a maximum value, and I don't want to have caps on any of my stats.
I was playing around with some ideas to scale damage with arbitrary values, but could only work out something decent for situations where attack is below defense. It completely broke when attack was higher then defense.
Ideally, I'd like a formula that has a baseline where when attack and defense are equal, potential damage is at 50%. When attack is less then defense, it should scale towards 0% the farther from equal they get, but never actually reach 0% (except when attack = 0, but that should never happen). The same goes for when attack is greater then defense, it should scale towards 100% but never actually reach it.
Is this kind of formula even possible? Or am I going to have to force some sort of arbitrary limit on my stats? Your input is greatly appreciated!
A) Attack Power - Defense Power
and
B) Attack Power * (Defense Power / Max Defense Value)
... But, both come with their disadvantages.
With A, trying to damage high defense enemies just results in 0 damage. With B, by its very nature, there needs to be a maximum value defense can reach in order to conform to a percentage.
I don't want either of these ideally. With A, it's too simple, and it leads to just not being able to damage high defense targets. With B, you need a maximum value, and I don't want to have caps on any of my stats.
I was playing around with some ideas to scale damage with arbitrary values, but could only work out something decent for situations where attack is below defense. It completely broke when attack was higher then defense.
Ideally, I'd like a formula that has a baseline where when attack and defense are equal, potential damage is at 50%. When attack is less then defense, it should scale towards 0% the farther from equal they get, but never actually reach 0% (except when attack = 0, but that should never happen). The same goes for when attack is greater then defense, it should scale towards 100% but never actually reach it.
Is this kind of formula even possible? Or am I going to have to force some sort of arbitrary limit on my stats? Your input is greatly appreciated!