OblivionSkull21
Member
I'm at the point where I can begin working on the actual health system, ATK, DEF, etc. in my game.
I have a level up system that goes from 1 to 12. I have not yet decided what ATK and DEF the player should have after reaching level 2 or higher, but right now their attack and defense are both 1.
Here's how the max hp scales:
What I'm really trying to figure out is how much damage to apply to an enemy when the player attacks and how much damage to receive from an enemy each time the player is hit by one of their "bullets"
I'd like to come up with two formulas to test out:
1.) One where the damage taken from an enemy grows exponentially based on the player's current level
2.) One where the damage taken from an enemy does not grow exponentially
When inflicting damage on an enemy, I want to consider two things: the player's ATK (the level-based amount + whatever weapon ATK they have) vs. the enemy's DEF (no extra DEF armor).
When receiving damage from an enemy, I want to consider two things: the player's DEF (level-based DEF + armor DEF) vs. the enemy's ATK (no weapon)
Also, because of a spell that causes enemies to attack each other, I also need to calculate the damage an enemy can give another enemy.
Finally, I want the player's attack damage to have a min and max range, so that it is slightly random.
The issue is I have no idea how to create a formula from this that isn't too over or underpowered.
Does anyone have any ideas or experience with this?
I have a level up system that goes from 1 to 12. I have not yet decided what ATK and DEF the player should have after reaching level 2 or higher, but right now their attack and defense are both 1.
Here's how the max hp scales:
Code:
switch(global.levelup){
case 1: global.max_hp = 10;
break;
case 2: global.max_hp = 15;
break;
case 3: global.max_hp = 20;
break;
case 4: global.max_hp = 25;
break;
case 5: global.max_hp = 30;
break;
case 6: global.max_hp = 35;
break;
case 7: global.max_hp = 40;
break;
case 8: global.max_hp = 45;
break;
case 9: global.max_hp = 50;
break;
case 10: global.max_hp = 60;
break;
case 11: global.max_hp = 75;
break;
case 12: global.max_hp = 90;
break;
}
I'd like to come up with two formulas to test out:
1.) One where the damage taken from an enemy grows exponentially based on the player's current level
2.) One where the damage taken from an enemy does not grow exponentially
When inflicting damage on an enemy, I want to consider two things: the player's ATK (the level-based amount + whatever weapon ATK they have) vs. the enemy's DEF (no extra DEF armor).
When receiving damage from an enemy, I want to consider two things: the player's DEF (level-based DEF + armor DEF) vs. the enemy's ATK (no weapon)
Also, because of a spell that causes enemies to attack each other, I also need to calculate the damage an enemy can give another enemy.
Finally, I want the player's attack damage to have a min and max range, so that it is slightly random.
The issue is I have no idea how to create a formula from this that isn't too over or underpowered.
Does anyone have any ideas or experience with this?
Last edited: