Timeline for How to develop RPG Damage Formulas?
Current License: CC BY-SA 3.0
4 events
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| Jul 10, 2015 at 15:14 | comment | added | Aviose | Another option that avoids the armor as a percentile issue (thus allowing its values to look the same) is to calculate damage vs armor as a comparison that becomes a multiplier. Something like Ln(atk/def) as a base. This allows defensive armor stats to scale as time goes on in the same fashion. Figure out how to get your basic desired damage range for when the damage and armor stats are the same and extrapolate from there. This does make "armor avoidance" attacks require a trick to create, but that's part of what creativity is for. | |
| S Jul 25, 2013 at 1:08 | review | Late answers | |||
| Jul 25, 2013 at 1:30 | |||||
| S Jul 25, 2013 at 1:08 | review | First posts | |||
| Jul 25, 2013 at 4:30 | |||||
| Jul 25, 2013 at 0:51 | history | answered | AzelfDestin | CC BY-SA 3.0 |