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?
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