Attack Variance bug?

jaypee

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Hi guys currently doing some damage database work and one of skills I have for setup is the normal attacks currently have 4 types of them


apower - (a.atk * 4 - b.def * 2 ) , add state attack 130%,  variance 20%


bpower - (a.atk * 4 - b.def * 2 ) , add state attack 145%,  variance 20%


cpower - (a.atk * 4 - b.def * 2 ) , add state attack 155%,  variance 20%


dpower - (a.atk * 4 - b.def * 2 ) , add state attack 165%,  variance 20%


I was doing some battle test with regular monsters and damages MOST OF THE TIMES is lower than expected (example apower - 54 damage/ bpower - 34 damage) did I do something wrong or was it a bug need help thanks.
 
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Victor Sant

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try posting the actual damage formula (since those doesn't seems to be the actual forumals), since there is no bug on the damage variance by default.


What are those "add state attack"? what are the values for "apower","bpower" and such? What are the atk and def?


Post the formulas, the values you have, the expected result, and the results you are having.
 
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Dalamar

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If "add state attack" is add state normal attack in the effects box, then you are just adding that state with a 130, 145, 155, or 165% chance, not increasing the power of the attack by those percentages.
 

jaypee

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try posting the actual damage formula (since those doesn't seems to be the actual forumals), since there is no bug on the damage variance by default.


What are those "add state attack"? what are the values for "apower","bpower" and such? What are the atk and def?


Post the formulas, the values you have, the expected result, and the results you are having.


This is the default battle damage formula, the current one varies the damage with randomized results I was hoping for a more consistent battle damage for using such skills any suggestions for a consistent battle damage formula? thanks.

If "add state attack" is add state normal attack in the effects box, then you are just adding that state with a 130, 145, 155, or 165% chance, not increasing the power of the attack by those percentages.


I see so that's what states are for I have no idea what they are until now thank you for your clarification.
 

Andar

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This is the default battle damage formula,
No, those are not valid damage formulae because the values apower etc. are not defined by default.


Please post a screenshot of one of the skills, of the actor, class and enemy to really see what you've done.


There are quite a number of traits that affect the values of the damage formulae, and whenever someone claims the numbers were wrong, that is either because of a typo(mistake in the actual damage formulae used or because he/she added traits to actor, class or enemy without realising how those change the damage.
 

Dalamar

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I think apower et al are the names he is giving the skills.
 

jaypee

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No, those are not valid damage formulae because the values apower etc. are not defined by default.


Please post a screenshot of one of the skills, of the actor, class and enemy to really see what you've done.


There are quite a number of traits that affect the values of the damage formulae, and whenever someone claims the numbers were wrong, that is either because of a typo(mistake in the actual damage formulae used or because he/she added traits to actor, class or enemy without realising how those change the damage.


ok I have posted some photos


As you can see on the photo my attack formula is the basic one  (a.atk * 4 - b.def * 2 ) now I dunno what those variance for but I just make it attack 150% and all variance by 5%


I did nothing on the states. When testing my enemies and using this skills they all have the same damage or even less  example dpower 300% is only 138 while bpower do 150 damage I noticed its giving random results is there a way to make the damage fixed to single amount?b.pngd.pngc.png


a.png
 
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"Add State: Normal Attack" has nothing to do with the power of the attack. It's the chance of inflicting any Attack States the character has, multiplied by the rate of that Attack State. (So if you had 10% chance to poison on hit, "Normal Attack 150%" would make that a 15% chance to poison on hit.)


If you want an attack to do increased damage, you need to have that in the damage formula itself. For example,


(a.atk * 4 - b.def * 2) * 1.5


...would do 150% damage.
 

jaypee

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"Add State: Normal Attack" has nothing to do with the power of the attack. It's the chance of inflicting any Attack States the character has, multiplied by the rate of that Attack State. (So if you had 10% chance to poison on hit, "Normal Attack 150%" would make that a 15% chance to poison on hit.)


If you want an attack to do increased damage, you need to have that in the damage formula itself. For example,



(a.atk * 4 - b.def * 2) * 1.5


...would do 150% damage.
I see thanks... I kinda hate math but there's no way to avoid them in game developments lol! my second question is how do you give a stable or fixed amount of damage


I noticed all this attacks give random results example it may choose damage range from 120-150damage.
 

jaypee

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"Add State: Normal Attack" has nothing to do with the power of the attack. It's the chance of inflicting any Attack States the character has, multiplied by the rate of that Attack State. (So if you had 10% chance to poison on hit, "Normal Attack 150%" would make that a 15% chance to poison on hit.)


If you want an attack to do increased damage, you need to have that in the damage formula itself. For example,



(a.atk * 4 - b.def * 2) * 1.5


...would do 150% damage.
I see thanks... I kinda hate math but there's no way to avoid them in game developments lol! my second question is how do you give a stable or fixed amount of damage


I noticed all this attacks give random results example it may choose damage range from 120-150damage.
 

Suushii

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I see thanks... I kinda hate math but there's no way to avoid them in game developments lol! my second question is how do you give a stable or fixed amount of damage


I noticed all this attacks give random results example it may choose damage range from 120-150damage.
Just change the variance to 0%
 

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