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I'm currently in the process of deciding on a standard damage formula. I've come up with two potential ones I want to use but I'm having issues weighing the pros and cons of each method.

Before getting to the damage calculations, I'd like to share the formulas I'm using to calculate the combat stats.

HP: (4 * Level * Base / 10) + (2 * Base) + Level = Stat Before Modifiers

MP: (4 * Level * Base / 100) + (Base / 4) + Level = Stat Before Modifiers

Other Stats: (2 * (Level-1) * Base / 100) + (Base / 10) = Stat Before Modifiers


Where Base is a integer that can be anything but realistically will only be around 10-150. These were designed with Formula One (detailed below) in mind, and are subject to change.

Now for the Damage Formulas:
Formula One: Is a multiplicative formula that multiplies the aggressor's attacking stat by the power of the skill, and then has that total divided against the defender's mitigation stat to get the pre-modifier damage.

(a.atk * Power) / b.def = Damage Before Modifiers

The benefit of this one is that it's nice and simple. It's clear how every stat operates and functions, and also helps less powerful skills scale into the later game and will keep things relevant for longer, along with every stat having a consistent power level and relevancy throughout the game. The main issue I see with this one is the fact that if values aren't balanced well it might result in a lot of chip damage.

Formula Two
: Is a flat formula that adds the power of the aggressor to the power of the skill to get the pre-mitigation damage, and then multipies that by a fraction generated by the defender's mitigation stat to produce pre-modifier damage.

(a.atk + Power) * (1- (b.def / b.Def + 200)) = Damage Before Modifiers

The benefit of this one is that it's easy to compute your pre-mitigation damage in an instant. However, it isn't very clear how defensive stats would operate. The additive damage also means that lesser skills will fall further and further behind as HP totals scale higher and higher. The absorption based defense system would also make Def a near useless stat early game, and one of the, if not the, most important stat of all come late game, when armor values have started scaling to the point where you're getting obscene levels of damage reduction, which would in turn lead to an over reliance on Def mitigation methods and strategies revolving around it.

What do you think? Any suggestions? Perhaps a something can be taken from both of these formulas to make a better one? Looking for any and all feedback on this.

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