Is this a good formula to use for Maximum Damage in a fight?

Started by poc301, Fri 12/11/2004 18:42:27

Previous topic - Next topic

poc301

Hello all.  I am finalizing a few little tweaks in my QFG game before I release the preliminary demo/first look thing, and I wanted some opinions on this.

Its a true RPG, so keep in mind that there are levels, but just as in the other QFG games, your stats raise as you use them, not just when you level up.  The levels are there to give a few more distribution points manually (something different I figured), plus to factor into some other things in the game (such as damage).

So I was finishing up the battle system, and got to thinking about my MAX_DAMAGE variable for the Ego player.  Does this formula sound good?  This is for melee combat BTW:

(((STRENGTH+WEAPONUSE) / 3 ) + ((LUCK+AGI) / 2) + LEVEL) + WEAPON MODIFIER  //For various Weapons which have + bonuses to stats

By my calculations :

WARRIOR : 21 Max Damage
MAGE : 11 Max Damage
THIEF : 17 Max Damage

Does this sound like a good idea?  Or should I do something more simple to make it more well rounded?  The Thief has a kinda high melee...



Pod

Why are you dividing by Three and Two? What purpose does this serve?

Radiant

It looks okay, only I would suggest that weapon damage is more dependent on strength and weapon skill, than on agility and luck. In other words, I'd reverse the division by two and by three. Also, a lot depends on the range of all these numbers (e.g. for QfG, the stats are 1-100, but if you're using D&D-style, it'd be more like 3-18... what range is level? What ranges are weapon modifiers?)

Pod

I don't he needs the divisions at all. He should meerly balance out the stats properly.....

speaking of them, could you throw us a few examples so we can help you more?

poc301

There is no reason I am dividing.  I just wanted to bring the total value down some.  Otherwise the melee combats would be doing up to like 60-70 damage, maybe even more.  This is at level 1 too :)

I think I will be reducing the luck and agility factoring into it.

The game is very big (or will be when done).  There is no level cap, and no cap to stat levels/skills.  Levels come every 100exp points until about level 6 or so, and then spreads out to every 400-600, and finally every several thousand. 

The enemy fights give good experience, but so does running subquests, main quests, and other stuff like training, etc, etc, etc. 

What kind of examples in particular would help?

Thanks.

Pod

Quote from: poc301 on Sat 13/11/2004 02:05:33
There is no reason I am dividing. I just wanted to bring the total value down some. Otherwise the melee combats would be doing up to like 60-70 damage, maybe even more. This is at level 1 too :)

They'll only be doing 60-70 dmg if you set them to do 60-70 dmg :/
Why not just decrease the weapons damages? Also, if it's at level 1, what happens at levels 2 3 4 and 5?
Surley the divisor should be based upon what level they are, as I think simply adding 1 2 3 4 or 5 might be a bit weak, then again I don't know what values "5" will hold in respect to allyour other weapon/damage values..... which leads me onto this:

Quote
What kind of examples in particular would help?

Weapons, Weapon Damages, Character HP's, Monster Hp's, Monster Weapon's Damage, Strength ranges of a character [5-18? 200-4646?] What "WeaponUse" is, Luck Range, what AGI is, what typical Weapon Modifiers are, how much your Level modifiers are.

Cheers


Radiant

I believe you should cap values, just in case. Otherwise, a simple balance error made anywhere in the game can get seriously out of hand.
Anyway, 60 damage is okay if everything has 300+ hit points :)

SMF spam blocked by CleanTalk