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- Jun 10, 2014
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We all know that the default Ace system of 5% EVA and 95% HIT is bad game design. (Missing is frustrating to players. See this blog post, the removal of dodge from LoL, etc.) But here's a question:
I'm using a multiplicatively balanced damage system, such as seen in pokemon. (The basic formula is Skill Power * Attack / Defense, meaning if you have twice as much attack as your opponent's defense, you deal double damage) I realized that if you use the following formulas:
Hit chance = Min((Your HIT/ Opponent's EVA), 100%)
Crit chance = Max((Your HIT/ Opponent's EVA)-1, 0%)
Crit damage = normal damage * 2.0
Then Accuracy and Evasion are balanced multiplicatively against each other, just like Attack and Defense are. This implies that accuracy and evasion are also balanced against Attack and defense, respectively.
Example: Use a skill with a power of 10 against a foe with A DEF of 10 and and EVA of 10 while you have an ATT of 10 and an ACC of 10:
- Hit chance = Min(10/10,100%) = 100%,
- Crit chance = Max( 10/10 - 1, 0% ) = 0%,
- Damage = 10 * (10/10) = 10,
- Average Expected Damage = 10*100% = 10 damage
Example 2: Try increasing ATT to 15:
- Hit chance = Min(10/10,100%) = 100%,
- Crit chance = Max( 10/10 - 1, 0% ) = 0%,
- Damage = 10 * (15/10) = 15,
- Average Expected Damage = 15*100% = 15 damage
Example 3: Increase ACC to 15 instead:
- Hit chance = Min(15/10,100%) = 100%,
- Crit chance = Max( 15/10 - 1, 0% ) = 50%,
- Damage = 10 * (10/10) = 10,
- Average Expected Damage = 10*100%+ (10*50%) = 15 damage
- AKA: Because you deal double damage half the time, you deal a total of 50% extra damage
Thus, increasing an ACC statistic is just as good as increasing your ATK in terms of amortized damage. Likewise:
Example 4: Try increase enemy DEF to 20:
- Hit chance = Min(10/10,100%) = 100%,
- Crit chance = Max( 10/10 - 1, 0% ) = 0%,
- Damage = 10 * (10/20) = 5,
- Average Expected Damage = 5*100% = 5 damage
Example 5: Increase Enemy EVA to 20 instead:
- Hit chance = Min(10/20,100%) = 50%,
- Crit chance = Max( 10/20 - 1, 0% ) = 0%,
- Damage = 10 * (10/10) = 10,
- Average Expected Damage = 10*50% = 5 damage
- AKA: Because you hit 50% less, you deal 50% less damage.
Thus, increasing your DEF and increasing your EVA increases your survivability the same. It is balanced.
So here's the question:
Would you want to play in such a system? I know that as a player, missing attacks is frustrating, and this system highly relies on missing as a way to provide balance. Here are some takaways from the proposed system:
- Against foes with a high eva, you'll be missing... a lot. (As seen above, if they have twice as much EVA as you have HIT, you hit rate could be as low as 50%)
- Unlike RPGMaker default, you can easily get yourself to a 100% hit rate by increasing your HIT stat to be at least equal to your opponent's EVA.
- If your have twice as much HIT as the enemy EVA, you always crit, which is probably fulfilling as a player.
- Your hit rate (and your enemies hit rate) will never be zero. (There is always a chance an inaccurate enemy can hit you. )
- ATT and ACC stack multiplicatively: Increasing both by 50% is better for you than increasing one by 100%, which encourages gear diversity.
- If you have the possibility of missing, you will never crit. Conversely, if you have the possibility of critting, you will never miss.
- If you can get at least as much HIT as your opponents have EVA, combat becomes "safe", because you deal reliable damage to foes without fear of missing.
- If you have less HIT than opponent's EVA, then combat becomes "Dangerous," because you always run the risk of getting a nice fat goose-egg for damage when you try and attack.
- ATT and DEF are "Safe stats" to increase, providing reliable damage. HIT adds reliability to your damage until it equals your opponents EVA, at which point it begins providing unreliable damage.
- EVA is an unsafe stat to increase because enemies always stand some chance of hitting. Even if you have 10x as much EVA as your opponent's HIT, you still have a 10% chance of taking full damage.
- I suppose the previous two points heavily incentivizes proper gear; the EVA of the most dodgy foe is the "minimum standard" at which you can farm a dungeon safely, so a few optional HIT accessories come in handy when you first enter a dungeon until you level up enough to out-HIT everything's EVA.
As much as I love how the math comes out to be completely self-balancing, I'm leaning away from this system. I just worry it'll be too frustrating for a player. I'm really, really tempted to just put 100% hit rate and 0% crit rate on everything. (Or at least a 100% hit rate on player attacks and 0% crit rate on enemies.)
What are your thoughts?
I'm using a multiplicatively balanced damage system, such as seen in pokemon. (The basic formula is Skill Power * Attack / Defense, meaning if you have twice as much attack as your opponent's defense, you deal double damage) I realized that if you use the following formulas:
Hit chance = Min((Your HIT/ Opponent's EVA), 100%)
Crit chance = Max((Your HIT/ Opponent's EVA)-1, 0%)
Crit damage = normal damage * 2.0
Then Accuracy and Evasion are balanced multiplicatively against each other, just like Attack and Defense are. This implies that accuracy and evasion are also balanced against Attack and defense, respectively.
Example: Use a skill with a power of 10 against a foe with A DEF of 10 and and EVA of 10 while you have an ATT of 10 and an ACC of 10:
- Hit chance = Min(10/10,100%) = 100%,
- Crit chance = Max( 10/10 - 1, 0% ) = 0%,
- Damage = 10 * (10/10) = 10,
- Average Expected Damage = 10*100% = 10 damage
Example 2: Try increasing ATT to 15:
- Hit chance = Min(10/10,100%) = 100%,
- Crit chance = Max( 10/10 - 1, 0% ) = 0%,
- Damage = 10 * (15/10) = 15,
- Average Expected Damage = 15*100% = 15 damage
Example 3: Increase ACC to 15 instead:
- Hit chance = Min(15/10,100%) = 100%,
- Crit chance = Max( 15/10 - 1, 0% ) = 50%,
- Damage = 10 * (10/10) = 10,
- Average Expected Damage = 10*100%+ (10*50%) = 15 damage
- AKA: Because you deal double damage half the time, you deal a total of 50% extra damage
Thus, increasing an ACC statistic is just as good as increasing your ATK in terms of amortized damage. Likewise:
Example 4: Try increase enemy DEF to 20:
- Hit chance = Min(10/10,100%) = 100%,
- Crit chance = Max( 10/10 - 1, 0% ) = 0%,
- Damage = 10 * (10/20) = 5,
- Average Expected Damage = 5*100% = 5 damage
Example 5: Increase Enemy EVA to 20 instead:
- Hit chance = Min(10/20,100%) = 50%,
- Crit chance = Max( 10/20 - 1, 0% ) = 0%,
- Damage = 10 * (10/10) = 10,
- Average Expected Damage = 10*50% = 5 damage
- AKA: Because you hit 50% less, you deal 50% less damage.
Thus, increasing your DEF and increasing your EVA increases your survivability the same. It is balanced.
So here's the question:
Would you want to play in such a system? I know that as a player, missing attacks is frustrating, and this system highly relies on missing as a way to provide balance. Here are some takaways from the proposed system:
- Against foes with a high eva, you'll be missing... a lot. (As seen above, if they have twice as much EVA as you have HIT, you hit rate could be as low as 50%)
- Unlike RPGMaker default, you can easily get yourself to a 100% hit rate by increasing your HIT stat to be at least equal to your opponent's EVA.
- If your have twice as much HIT as the enemy EVA, you always crit, which is probably fulfilling as a player.
- Your hit rate (and your enemies hit rate) will never be zero. (There is always a chance an inaccurate enemy can hit you. )
- ATT and ACC stack multiplicatively: Increasing both by 50% is better for you than increasing one by 100%, which encourages gear diversity.
- If you have the possibility of missing, you will never crit. Conversely, if you have the possibility of critting, you will never miss.
- If you can get at least as much HIT as your opponents have EVA, combat becomes "safe", because you deal reliable damage to foes without fear of missing.
- If you have less HIT than opponent's EVA, then combat becomes "Dangerous," because you always run the risk of getting a nice fat goose-egg for damage when you try and attack.
- ATT and DEF are "Safe stats" to increase, providing reliable damage. HIT adds reliability to your damage until it equals your opponents EVA, at which point it begins providing unreliable damage.
- EVA is an unsafe stat to increase because enemies always stand some chance of hitting. Even if you have 10x as much EVA as your opponent's HIT, you still have a 10% chance of taking full damage.
- I suppose the previous two points heavily incentivizes proper gear; the EVA of the most dodgy foe is the "minimum standard" at which you can farm a dungeon safely, so a few optional HIT accessories come in handy when you first enter a dungeon until you level up enough to out-HIT everything's EVA.
As much as I love how the math comes out to be completely self-balancing, I'm leaning away from this system. I just worry it'll be too frustrating for a player. I'm really, really tempted to just put 100% hit rate and 0% crit rate on everything. (Or at least a 100% hit rate on player attacks and 0% crit rate on enemies.)
What are your thoughts?


