I was thinking about a simple and easy to use, yet nicely expandable damage formula to better balance the damage progression in my RPG while giving a lot of options to raise damage by different means.
In my RPG you do not gain ATK or MAT through your levels, but only by equipment (like in FF6). Yet I wanted every level to matter in any damage formula needed, but not in a rough way like
a.atk + a.level - b.def *2 since I am not in favor of such simple straight formulas.
I could only find things like
a.atk * 3 - b.def *2 or
a.atk * a.atk and stuff, so I came up with this idea to fix that problem:
The damage formula is as simple as this:
Code:
500 * a.atk * 0.02 * a.level * 0.02
I first give a skill it's own parameter to be modified (that simple "500" there) and take this role off from the ATK, which now serves as a multiplier itself instead of being the rough number. And by also using the level of the user I can more finetune the formula, so the above formula would do 20 damage when done by a character with 10 levels and 10 atk. I think this is really useful if I want the levels of my characters matter without being too weightful early on or too useless later on.
But, of course, this could be improved by implementing actual variables into that formula, so I will actually be able to raise that 500-number by a variable, which brings me
to my question:
How do I add a variable to any damage formula?
Let's say I have a variable with the ID 0005 called "base damage raiser" and I want to put that after the 500 in the formula. How to do so?
I use most of YanFly's plugins, in case it helps.