![]() Let's look at the turns requiring to kill a foe. Then let's look how the damage becomes obsolete with leveling. We will introduce variance based on Character.Luck latter. And yes, this was done before, in Earthbound, PSI (magic) abilities do raw damage, with a random variance between a minimum and a maximum, and magic defense doesn't exist. In our worldbuilding, magic doesn't depend on a Character' stat. Because we don't have a stat for magic casting. Let's take some time to wonder why magical damage is raw. Leveling Formula: final_stat = base_stat * level This is what happens when you use the + operator.ĭamage Formula: if DamageType = "Physical":ĭamage = Character.Attack + Skill.Power - Target.Defense If you just want more damage, but same effect, then just level the same skill, don't learn new ones. ![]() ![]() The idea here is that different skills must do different things. There is also the possibility of leveling skills rather than learning new ones. It may still be useful because it costs less MP or whatever. A damage skill may have a stronger version, but this doesn't have to mean the previous one is obsolete. Western RPGs are more tactical, in average. You need both.Ī notable example of this are most 2D Final Fantasy titles.Īdd the weapon power to the Character attack/strength is more acceptable, as weapons are OK to became obsolete in late game, forcing the playing to buy more expensive weapons. In those games, you need the leveling, but also the skills. They do this to give the player a sense of progression. Otherwise your skill will became obsolete in late game, and you will need a growth system that gives your Character more powerful skills with time, so player stop using obsolete skill in favor of the newer ones.Īnd this damage skills going obsolete is very common in JRPGs. ![]() It is better to multiply/scale Character.Attack/Strength rather than add Skill.Power to it. We are still missing target's defenses/resistances/armors. While Character.Strength + Weapon.Attack is more common for RPGs/JRPGs. As we have now an entire universe of games to analyze.įirst: I have seen Attack + Skill but mostly on RTE games or top down action RPGs. When designing damage formulas and related mechanics, there are well tested approaches. Very close to be "more suited for a forum" but still answerable. ![]()
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