- Joined
- Jan 3, 2023
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- RMMV
Howdy all, I've experimented with damage formulas before but none have ever really stuck, probably because I'm bad with math. However, when working on a new project, I had a neat idea for once and came up with using a formula that scales the damage based on a multiplicative found by dividing the attack and defense. The basic form of the formula looks like this:
a.atk * (a.atk/b.def)
I also decided to toss in a small bonus to the b.def by adding together their agility and luck and dividing it, meant as a small, helpful boost, and I multiplied the initial attack by 3 to give it a higher damage output than just the base stat. Coming out to this:
(3 * a.atk) * (a.atk/(b.def + ((b.agi + b.luk)/3))
It's a bit of a jargon salad but hopefully I've illustrated what I'm getting at. Anywho, I would appreciate any feedback given by those who are wiser in the way of numbers than I. I thank you for your time and hope you have a nice day!
a.atk * (a.atk/b.def)
I also decided to toss in a small bonus to the b.def by adding together their agility and luck and dividing it, meant as a small, helpful boost, and I multiplied the initial attack by 3 to give it a higher damage output than just the base stat. Coming out to this:
(3 * a.atk) * (a.atk/(b.def + ((b.agi + b.luk)/3))
It's a bit of a jargon salad but hopefully I've illustrated what I'm getting at. Anywho, I would appreciate any feedback given by those who are wiser in the way of numbers than I. I thank you for your time and hope you have a nice day!