I'm currently on the point where agility and luck are not used in the design I'm working on.
Generally, I dislike agility being the one that determines the turn order. And luck that is affecting the state success rate.
So I removed both.
However, I did think about how about using them to affect the skill variance. Change the luck into something like dexterity.
The concept is, the higher is the attacker's dexterity, the higher chance you hit the upper cap of the skill variance.
And the higher is defender's agility, the higher chance that they will get the lower cap of the skill variance.
Both are nullifying each other, just like ATK and DEF. However, I can't seem to come up with a smart idea of the formula.
For a sake of argument. Let's say:
> A skill deals damage around 80 ~ 120 (Base damage 100, variance 20)
> Both attacker's DEX and defender's AGI is 50
There're two approaches:
> Option 1: Make the chance of dealing damage from 80 ~ 120 equally the same
> Option 2: It will most likely hit 100 damage, and less chance to hit the lower/upper cap.
> Option 3: See the implementation idea I wrote below.
Then another case if the attacker's DEX and defender's AGI is not the same
Let's assume the attacker's DEX is 75 and the defender's AGI is 25
Personally, I'm not even sure how option 1 will play out in this case.
Option 2 will likely play out as it will have a higher chance to deal 110 damage.
(The keyword here is "chance")
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On top of that, I'm not even sure how the workflow looks like to implement option 1 and 2.
The simplest thing I can think at the moment is to sum both of the stats then use a
roulette selection.
Basically, if both stats sum are 100 (DEX: 75, and AGI: 25), means
> There is a 75% chance it will roll the damage on the upper half of the variance (100 ~ 120), and
> There is a 25% chance it will roll the damage on the lower half of the variance (80 ~ 100)
If it isn't good enough, I might continue the second roulette roll. If we assume we rolled in the upper half of the variance, then:
> There is a 75% chance it will roll the damage on the upper half of the variance (110 ~ 120), and
> There is a 25% chance it will roll the damage on the lower half of the variance (100 ~ 110)
Any of you have a better idea of how these two stats interact with each other?
Disclaimer: This is not project-specific feedback.