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Apr 20, 2020 at 2:11 vote accept lumamaster
Apr 19, 2020 at 19:02 comment added lumamaster Kinda, yeah. The main thing I'm aiming for is that E_turns to defeat player <= U_turns to defeat enemy for (percentage) of players. I could try applying that approach to the idea I came up with earlier, perhaps with asking the user for more constraints such as a minimum hitrate the enemy has to have, etc.
Apr 19, 2020 at 18:58 comment added Samurott In other words, you want to generate stats such that 2 < E_turns < 1 / (Percentage of Characters Defeated)? In that case, I would recommend a deterministic brute force (like affixing the enemy's base dodge to a range relative to the player's hit rate, for example).
Apr 19, 2020 at 18:52 comment added lumamaster Establishing the DPS calculations wasn't the issue for me, rather it was figuring out a way to generate enemy stats such that their DPS was high enough to defeat a percentage of the player characters while being survivable enough to survive their attacks on average.
Apr 19, 2020 at 18:42 review First posts
Apr 19, 2020 at 20:17
Apr 19, 2020 at 18:39 history answered Samurott CC BY-SA 4.0