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Thread: RPG Damage Formula

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    RPG Damage Formula

    I need to come up with a formula for damage calculations in my ARPG

    I have the Stats:
    Attack
    Defense
    Heart
    Spirit

    Heart being magic attack power and Spirit being Magic defense.

    any sudgestions?

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    Re: RPG Damage Formula

    subtract (our)heart / (there)spirit ....?

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    Re: RPG Damage Formula

    Bump.

    Im very sorry to bump my old thread but im still having trouble with this.

    I tried having a formula like this:

    (Attackers_Attack/Defenders_Defense)+(AttackBonusFromEquipment)

    but this makes the blows too soft, beacuse im dividing by the defenders defense, so if the defenders defense was just 2, it would slice the offense damage even if the attack was 999. please ive been workin with this for a month now, any help at all.

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    Re: RPG Damage Formula

    I think we need more of an idea of the range of values that each of your statistics are likely to be. You could possibly introduce some sort of random element as well, adding or subtracting a couple of points depending on each 'roll'. In the end, it's up to you to decide how you want to handle each value, but I would even simply subtract defence from attack to get a value for the "base damage" that an attack would cause - making sure that it's set to 0 if it becomes negative (though depending on the nature of the game, you might not want this to happen, especially for the magic attacks).

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    Re: RPG Damage Formula

    hmm, i think i see what your gettin at.

    like subtract the attack and defense just to get the base minimum damage, then add in statistics like the attack itself power range is, and elements and stuff like that?

    i never thought of it like that simply put.

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    Re: RPG Damage Formula

    I'd highly recommend checking out something such as the D20 system, or the D6 system, from tabletop RPGs. You can get books on them at just about any Gaming store, or online. I would generally recommend something from the Open Gaming License (OGL), good stuff, and I think you would find it helpful. Good luck.

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    Re: RPG Damage Formula

    Also, if you have any favourite RPGs, try searching for "____ damage formula". I found some information on the inner working of oblivions combat system. This is apparently Oblivion's damage formula:

    BaseWeaponDamage * 0.5 *
    ( 0.75 + Strength * 0.005 ) *
    ( 0.2 + ModifiedSkill * 0.015 ) *
    ( WeaponHealth/MaxWeaponHealth + 1 )/2

    The link I found this is below:

    http://www.uesp.net/wiki/Oblivion:Weapons

    EDIT: I found this forum link which has a bit of info:

    http://gmc.yoyogames.com/lofiversion/index.php/t164161.html

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    Re: RPG Damage Formula

    Attacker: Attack, Heart
    Defender: Defense, Spirit

    Simple:
    damage = Max(0, Attack + Heart - Defense - Spirit)
    or:
    damage = Max(0, Attack * Heart - Defense * Spirit)

    More complex:
    hit = Attack - Defense
    if hit > 0 then
    damage = Max(0, Heart - Spirit)
    this way attack would determine how good you are at hitting someone, defense how good you are at evading a hit. Heart and spirit then determine the amount of damage done and absorbed. Got more stats?

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    Re: RPG Damage Formula

    no i dont have more, but im thinking i should have more beacuse trying to make such a formula with just 4 stats is too much to ask.

    So far all the stats are

    Attack Heart Agility

    Defense Spirit Luck

    Element



    Those are all the stats.

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    Re: RPG Damage Formula

    ceil(0.5 * Attack * (Attack / Defence)) is good I think. If your attack is equal to your opponent's defence then you do half your attack value in damage, but no matter how high your opponent's defence gets you can do at least some damage. Very low opponent defence will cause you to massive amounts of damage though.
    Attack and defence are including item (weapon/armour etc) effects of course. Switch for Heart/Spirit for magic attacks.
    Use Agility vs agility to get a "to hit" chance before your damage, something like this:
    50% * My agility / their agility. Having twice their agility means you can't miss, but there is always a small chance of hitting even against the worst opponent. Don't do agility checks for magic.
    I'm not sure what you'd use luck for. Percentage chance of critical hits (double damage)?
    What's "Element"?

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