Damage Formulas that scale to level.

Mordridakon

I am a dragon!
Veteran
Joined
Feb 6, 2019
Messages
90
Reaction score
177
First Language
English
Primarily Uses
RMMV
I've looked at the tutorials for formulas and my eyes glaze over. Math is not my forte, at all. I don't even know where to start with this.
So I'm looking for magic damage formulas for player and enemy skills that scale to level of the player and enemy(since enemies have levels in my game due to Yanfly's Enemy Levels Plugin).
What formulas would I use? How would I construct them and fool around with them to balance?

Thanks in advance, this is really critical for my game.
 
Last edited:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
For players, you would simply use a.level to get their level and implement it in the formula

example

(a.mat*4)-(b.def*2)+(a.level*10)

This adds user level x10 to the damage done by the normal formula

Practically, you just really need to do the math for it and test a lot to balance them out. You need to learn/know some basic math else any formula given to you wont make sense and you'll find it hard to adjust them.
 

Mordridakon

I am a dragon!
Veteran
Joined
Feb 6, 2019
Messages
90
Reaction score
177
First Language
English
Primarily Uses
RMMV
Practically, you just really need to do the math for it and test a lot to balance them out. You need to learn/know some basic math else any formula given to you wont make sense and you'll find it hard to adjust them.
I do know basic math(I was in accounting for awhile), its just that I'm not sure where to start with the formulas. I'll use yours for a baseline and go from there.

What do I do for enemies?
 

Heirukichi

Veteran
Veteran
Joined
Sep 24, 2015
Messages
1,421
Reaction score
596
First Language
Italian
Primarily Uses
RMVXA
Enemies do not have a level on their own. You could create a sort of level by assigning them an element rate to use as a level. If you do their level would be 100 times that element rate.

EDIT: The complete formula would be this one.
Code:
(a.atk*4) - (b.def*2) + (a.elementRate(your_element_id)*1000)
Of course feel free to change "your_element_id" to be your element real ID. And the formula itself doesn't have to be exactly like that, I just built it on the previous formula.
 
Last edited:

Silva

Scoobityboo
Veteran
Joined
Nov 5, 2018
Messages
399
Reaction score
221
First Language
English
Primarily Uses
RMMV
I presume you're using a plugin to give your enemies levels. If the method used by the plugin for referencing an enemy's level is ".level" then the above will work for skills used by both actors and enemies. Test it and if it doesn't work you'll have to tell us what plugin you're using so we can help further.
 

Mordridakon

I am a dragon!
Veteran
Joined
Feb 6, 2019
Messages
90
Reaction score
177
First Language
English
Primarily Uses
RMMV
I presume you're using a plugin to give your enemies levels. If the method used by the plugin for referencing an enemy's level is ".level" then the above will work for skills used by both actors and enemies. Test it and if it doesn't work you'll have to tell us what plugin you're using so we can help further.
I am using Yanfly's Enemy Level Plug-in fyi.
 

Silva

Scoobityboo
Veteran
Joined
Nov 5, 2018
Messages
399
Reaction score
221
First Language
English
Primarily Uses
RMMV
From the plugin description:

Here are some new JavaScript functions that have been added by this plugin.



enemy.level

- This will return the enemy's current level.
The original formula should work, if it doesn't let us know.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,574
Latest member
nikisknight
Top