- Joined
- Aug 20, 2019

- Messages
- 12

- Reaction score
- 12

- First Language
- English

- Primarily Uses
- RMMV

Damage formulas tend to be something most RM developpers seem to not focus on until it's either too late or don't put any effort into designing it and just using the default formula.

So, in short, what formulas do some of you guys use?

Here's an overview of a few formulas:

a*p-d

The above is the default RPG maker formula.

a here is the relevant attacking stat of the attacker.

p is the value that makes the power of each attack fluctuate

d being the relevant defending stat of the defender.

Multiple a, p and d values can be present on a formula (so if you have an attack that calculates damage based on attack and AGI for example then they'd be both "a values", though it may be easier to combine that all as one a value in this instance)

This formula is... fine, but it definitely has shortcomings for a lot of projects tbh.

Pros:

Good for making small actions and attack increases feel impactful. The first few points of attack can really make a big difference with this formula. Especially good with low numbers games.

Cons:

Kinda annoying to balance. If your numbers are way off, the most common problem, at least I find, is for the defense stat to become kinda useless to the player because the enemy's attack is so much higher than your defence that stacking defence just effectively does nothing. Other problems include stacking player defense becoming overpowered on the other end of the spectrum since every point of defence is, percentage-wise anyways, worth more than the last as well as certain attack types becoming useless if not balanced correctly relative to the others.

Low numbers games remedy these issues somewhat by making the math simpler and thus easier to manage for the developper as well as making each point of damage much more impactful and enhancing the upsides so I feel like in low numbers games is where this formula shines the most.

Other formula:

p*(a/d)

This formula is kind of the opposite of the default one.

Pros:

If an effect increases your attack by 25%, then it effectively increases your damage by 25% which is pretty easy to understand.

Even if your defence is 4 times higher than the attack stats constantly it's still totally balanced since both stats will always remain relevant.

Very easy to make guarantee every stat in your damage formula is useful.

Cons:

Can get kinda janky if you're throwing a lot of tools at the player with the player being able to potentially deal much more damage than you intended since everything about this formula is multiplicative.

Defence reduction effects can be unintuitive to calculate and get really swingy. DEF-25%=33% damage increase to the target. DEF-50%=100% damage increase to the target. DEF-100%=Game crash since you don't divide by 0 in math.

Awful for low numbers games. Going from 1 defence point to 2 defence points means suddenly taking -50% compared to before for example.