Submitted by SiO_NET_8464 t3_yiqpyp in gaming

I am currently in the process of making a fantasy RPG similar to Pokemon and am having trouble creating a formula that I can use to reliably calculate damage while also keeping it simplistic in the way that numbers won't be pulled out of thin air by the perspective of the player. I plan on having the formula calculate the damage based on the attacking stat, defending stat, attacker's level, and the skill's base power. I want the damage to scale relative to level so that it feels more accomplishing to deal more numerical damage without necessarily increasing in percentage values. Though I can't seem to do this without it being unnecessarily complicated and it working, any help?

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fangboi7 t1_iujzqo9 wrote

I would have attack and defense directly go against so for example 100 attack 70 defense 30 damage moves on. Then i would have their level work as a multiplyer like level 27 would be times 1.27. And base power could be it's minimum damage mitigation included. Just an idea

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Loki_the_Jeeb t1_iuk4itg wrote

It’s quite surreal how some people just have different perspectives due to experiences lol

I read the post and thought, hmmm this is a little tricky, the seen you’re comment and went, whelp, I guess it isn’t haha

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trippypees t1_iuk7un2 wrote

believe it or not you're gonna be needing a mathematician, some algorithms go into the formula

pretty sure some "googling" on a specific game's wiki will lead you to understand basics, me no bueno with numbers anyways but I've seen algos used in almost every RPG I played....and I played a lot 😳

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