Timeline for Random enemy generation algorithm help
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |