Physical Damage Formula
Posted: 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.
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.