Timeline for To-hit formula for turn based isometric battle RPG
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 6, 2016 at 23:14 | vote | accept | Nathan Dyllan Maghanoy | ||
| Jan 6, 2016 at 7:11 | comment | added | Felsir | Another idea: go to a game store and check out some pen&paper roleplay games or tabletop battle games. The combat in these games are all about chance and proficiencies. You might get some idea's there. | |
| Jan 6, 2016 at 6:05 | comment | added | DMGregory♦ | No need to apologize - we're not blaming you, just trying to nudge you onto the path to the answers you need. I drew some diagrams to illustrate that there are many different behaviours that follow the "50 A vs 50 D = 50%" rule. Clockwise from top-left: 1. opposed roll with modifiers (like a D20 system), 2. Heckel's factor suggestion with factor = 0.4, 3. Heckel's ratio suggestion, 4. opposed roll where proficiency determines the size of the die. Many more patterns are possible, so you need to consider what you want to happen as the attacker & defender's stats vary | |
| Jan 6, 2016 at 5:23 | history | edited | DMGregory♦ | Improving tags. Question is not specific to Unity, but is about formulas used in turn-based combat like in RPGs | |
| Jan 6, 2016 at 4:27 | answer | added | Heckel | timeline score: 1 | |
| Jan 5, 2016 at 23:27 | comment | added | Nathan Dyllan Maghanoy | I must be poorly presenting my question and not giving enough detail as you have said, I apologize. I am a total noob, but I wasn't under the impression there was a "universal to-hit formula" and am aware every game designer calculates this differently. I'll try and think of a way to better pose my question. | |
| Jan 5, 2016 at 23:04 | review | Close votes | |||
| Jan 26, 2016 at 3:04 | |||||
| Jan 5, 2016 at 22:36 | comment | added | DMGregory♦ | "For example, if the attacker has a weapon proficiency of 35 and the defender has a weapon proficiency of 85, what percent chance does the attacker have of scoring a hit?" How much chance do you want the attacker to have? It's your game, your rules. It's possible to construct a formula to give whatever result you choose, but so far your question doesn't have enough detail for us to suggest one, because you've only given us one data point of your desired result. There's no universal "to-hit" formula we'd apply by default - this kind of calculation is resolved differently from game to game | |
| Jan 5, 2016 at 21:49 | review | First posts | |||
| Jan 6, 2016 at 3:40 | |||||
| Jan 5, 2016 at 21:47 | history | asked | Nathan Dyllan Maghanoy | CC BY-SA 3.0 |