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The *100 and /100 in the above formula cancel out, and multiplying a fraction by a.atk is equivalent to multiplying the numerator by a.atk, so the formula can be written more simply as:

(a.atk*a.atk) / (a.atk + b.def)

It's very similar to my formula -- indeed, I first tried out exactly this formula (after seeing it recommended in another thread similar to this one) before deciding that in my low-numbers game, the damage it output was too low, so I multiplied the entire formula by 2. Then, I felt that defence wasn't having enough of an effect, and the early battles were a bit too tough -- which would be mitigated if defence had more impact, since the player had more defence than enemies. So I doubled the defence term, resulting in the formula I mentioned above:

(2*a.atk*a.atk) / (a.atk + 2*b.def)

Of course, I'm just explaining how I arrived at my formula; you might well find that your version is better suited to the needs of your project.

(a.atk*a.atk) / (a.atk + b.def)

It's very similar to my formula -- indeed, I first tried out exactly this formula (after seeing it recommended in another thread similar to this one) before deciding that in my low-numbers game, the damage it output was too low, so I multiplied the entire formula by 2. Then, I felt that defence wasn't having enough of an effect, and the early battles were a bit too tough -- which would be mitigated if defence had more impact, since the player had more defence than enemies. So I doubled the defence term, resulting in the formula I mentioned above:

(2*a.atk*a.atk) / (a.atk + 2*b.def)

Of course, I'm just explaining how I arrived at my formula; you might well find that your version is better suited to the needs of your project.

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