Physical Damage Formula

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NiteHawk
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Physical Damage Formula

Postby NiteHawk » Tue May 03, 2016 8:49 am

I'm trying to figure out the damage formula. Currently I'm looking to try to figure out what it was in ROK, but it's quite the mess. There is a bit of inconsistence and I think it can be alot more simple. So far, this is what I am either thinking of adding or what I've seen.

It's a bit mind boggling at the moment, but I can say these two for now:

-If you bless with your personal div (I.E. a ice character gets the ice bless) then on top of the +1 min/max, they also gain 15% more damage on their specific fighting against div (I.E: Ice gains 15% more damage against Fire). The bonus gained against monsters is higher, though we're going to level it off to a flat 15% just so its not overly confusing.
-If you attack a character that has div against you, you get 15% less damage on said player. (Not sure if this is correct, but I believe it is.)
-Classes either seem to have base 'points' or a percentage
-I do know theres a base min/max point you add in files. For example a Glyph Kris is 11 min, 15 max. A scarab blade is 9 min 16 max.
-Each Bless/Enchant/Prof increases the min/max of the weapon itself. So the actual 'point value' of the min/max will increase by one. For example, If you mastered the weapon, its +4. If you have a brill enchant, its +4. If you have all 5 blesses, its +5. In total, the actual value it will show should be something like: 24min, 28 max for a glyph. (+13 min/max with all of the above).



The biggest issue is how this all ties in. I want to aim to keep all weapons using the same formula rather then adjusting them for each type. I thought at one point that each STR point gives +2-3 damage, and each level/bless/etc gives you +5 damage. But this isn't the case. It feels like when the damage starts getting higher, so do the point values. So it's not linear. At one point I was testing with a cavalier gaining +10 damage per level.

It's a doozy one. Might just have to make up our own.

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NiteHawk
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Re: Physical Damage Formula

Postby NiteHawk » Tue May 03, 2016 5:55 pm

Got it sorted. 8) Will have more info later.

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Lateralus
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Re: Physical Damage Formula

Postby Lateralus » Tue May 03, 2016 5:57 pm

Wow very nice! I was going to tell you I will take another crack at it (glad I dont have to haha).

I am excited to see what the final formula looks like. Congrats!

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Scytso
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Re: Physical Damage Formula

Postby Scytso » Tue May 03, 2016 8:40 pm

Sorry i was afk. But here ya go simple dmg formula that will allow for all dmg to be balance properly.


Str - 1 x weapon / armour = dmg

Dex - 1 stat = 1.5% chance to dodge

Con - 1 stat = 50 life

Int - 1 x spell power = dmg (based off spell power of each spell)

Wis - 1 stat = 1% chance magic will fizzle and no dmg will be done (like evasion but for magic)


If attack = yes then Dex roll
If Dex = yes dmg is null
If Dex = no then Armour roll
Dmg = Str + weapon - Armour

If spell = yes then Wis roll
If Wis = Yes spell fizzles
If Wis = no then spell is int x spell = dmg

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Lateralus
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Re: Physical Damage Formula

Postby Lateralus » Tue May 03, 2016 10:50 pm

Scytso wrote:Sorry i was afk. But here ya go simple dmg formula that will allow for all dmg to be balance properly.


Str - 1 x weapon / armour = dmg

Dex - 1 stat = 1.5% chance to dodge

Con - 1 stat = 50 life

Int - 1 x spell power = dmg (based off spell power of each spell)

Wis - 1 stat = 1% chance magic will fizzle and no dmg will be done (like evasion but for magic)


If attack = yes then Dex roll
If Dex = yes dmg is null
If Dex = no then Armour roll
Dmg = Str + weapon - Armour

If spell = yes then Wis roll
If Wis = Yes spell fizzles
If Wis = no then spell is int x spell = dmg



Looks nice but I think we are recreating the rok damage forumlas as close as we can. I think once we get everything in place and back to where things were we will look at adjusting and what not.

As for the hit/dodge cast/resist I think those above might work as something to try since theres no way to tell what it really was or how to compare. I think its going to go by feel quite a bit.

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NiteHawk
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Re: Physical Damage Formula

Postby NiteHawk » Wed May 04, 2016 3:20 am

Qraw_damage = (enchantment + weapon_roll) * STR * level * class_modifier * divinity_bonus

Examples here: https://docs.google.com/spreadsheets/d/ ... sp=sharing

It's with 20 str, scales decently. Does not include armor reduction yet. Think of it like attacking a no AC character. For assy BS the dps is about 700 at 4x. We're thinking about a 4.5x instead of having an extra attack when dual wielding for assassins which is similar to having that extra 'attack' but in a more neat method. So thats what that 4.5x there is about. 23 str is probably another 100-120 dps more on BS

Remember, this doesn't have AC negation yet. Dodge is there too on another tab but it's not right yet.


The idea of 1.5% was too low though. Remember, ROK before hand was only 9% from 19-25 and it made no difference there really :P

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Lateralus
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Re: Physical Damage Formula

Postby Lateralus » Wed May 04, 2016 6:14 am

Looks good can't wait to see it in action!

So you are thinking of changing armor to actually having armor reduce damage taken besides just absorbs and adding to your dodge chance some how?

Also I kind of liked the duel weild giving an extra attack over more damage. Put more strategy in the game and added a gamble for the assassin. If they got searched out or didn't do their last round correct they were toast.

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NiteHawk
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Re: Physical Damage Formula

Postby NiteHawk » Wed May 04, 2016 6:42 am

Lateralus wrote:Looks good can't wait to see it in action!

So you are thinking of changing armor to actually having armor reduce damage taken besides just absorbs and adding to your dodge chance some how?

Also I kind of liked the duel weild giving an extra attack over more damage. Put more strategy in the game and added a gamble for the assassin. If they got searched out or didn't do their last round correct they were toast.


ROK already had a reduction on damage. It just was never implemented nicely. You could see it though if you took off all your gear. But it was set (something like having 50AC for example I think gave you full 'reduction'. So it made no sense.) I'm not sure what else Armor will grant, probably a deflect of some sort (kind of like rok did, but separate to dodge.)

Assassins were a bit OP though. I figured that giving a boost would grant them the alpha damage (even more so) they love but keep them a little bit lower. Something else needs to be done to them if not that in the future. I don't think it's a gamble so much as it gives them the extra hide after backstabbing twice, its hard to deal with them and they can pretty much two shot most people. I dunno, we can talk about it more later on in another area.

I've been mucking with AGI, I'm trying to figure out a good ratio. Right now I'm testing with a formula and attacking with a 24 agi character (highest) vs a 19 (technical lowest if you're not dumb) agi character. It's a pretty simple formula.

Mind you this is average, the hit rate tested 5000 times can shift a percent or two.

24 agi attacking another 24 agi character: 50% hit rate
24 agi attacking a 23 agi character: 54% hit rate
24 agi attacking a 22 agi character: 58% hit rate
24 agi attacking a 21 agi character: 62% hit rate
24 agi attacking a 20 agi character: 66% hit rate
24 agi attacking a 19 agi character: 70% hit rate


What it means obviously is that each AGI grants 4%. I'm not sure if this is enough or not though. It obviously means 19 agi attacking 24 would give it a hit rate of 30%. (-20% the other direction.) The damage however should scale OK with the actual hit rate though. Just remember this is the 'extreme' case. Aka the max.

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Lateralus
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Re: Physical Damage Formula

Postby Lateralus » Wed May 04, 2016 6:56 am

Looks pretty good to me. I think the true test is once players get to testing it and see how it feels live.

I assume you are using the same formula against npcs as well?

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NiteHawk
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Re: Physical Damage Formula

Postby NiteHawk » Wed May 04, 2016 6:57 am

Also.

Characters of the same level are obviously at 50% if the AGI is the same.

Each level lower grants 2.5%(ish) more dodge or hit rate depending if you have the higher level or not.

Two lings with 24 agi. The attacker being level 25, the defender being level 23. The hit rate is about 55%.

Level 25 attacking a Level 20 is about 62% dodge rate.
Level 25 with 24 agi attacking a level 20 with 21 agi is about 82% hit rate.

Minimum dodge will be 5% in any case.

Not sure how well it'll play in, mostly talking to myself.
---

Yes, NPCs will be the same.


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