Skip to main content

Timeline for How to develop RPG Damage Formulas?

Current License: CC BY-SA 3.0

23 events
when toggle format what by license comment
Jan 13, 2021 at 13:41 answer added PikachuTwoKing timeline score: -1
Aug 3, 2015 at 6:05 answer added AturSams timeline score: 2
Jan 4, 2015 at 7:44 comment added Christian @Dronz I was referring to "In particular Defense values over 300 or so start generating really strange behavior." So yeah, that doesn't surprise me and I pointed to the root of the problem. It's also not "values over 300 or so" but "values over 280.4 exactly".
Dec 16, 2014 at 16:49 comment added Dronz @Christian He wrote that stats have a fixed maximum of 255, so as long as the max is respected, the formulas shouldn't need to work over 255.
Jun 8, 2014 at 5:54 comment added Khaled.K Speed and Agility are not the same thing, speed is a property of motion, agility is a property of the body on how it control its motion through its structure
Jun 6, 2014 at 17:00 answer added Foo Barrigno timeline score: 5
Jan 6, 2014 at 23:16 comment added Christian "(Def - 280.4)^2" huh? Well, I would expect things to get weird not for Def > 255 or Def > 300 but pretty much exactly for Def > 280.4 ;) After that, higher def will effectively mean a lower def at this point of the formula while continuing to behave as expected at other points. BTW, you can just plot this stuff with Wolfram Alpha or so. Fix enough variables to keep only two and you'll get a nice surface plot.
Oct 27, 2013 at 9:08 answer added Łukasz Baran timeline score: 5
Jul 25, 2013 at 0:51 answer added AzelfDestin timeline score: 1
May 26, 2013 at 3:07 answer added bobobobo timeline score: 10
May 26, 2012 at 21:06 comment added AnnanFay The most important question is: Which formula gives players the most fun? (searched the page for "fun" and non of the answers mentioned it :P) If it stats or damage go up too fast players get insensitized, if it goes up to slowly they get bored. Players need to feel happy when they gain a level, so they need to feel like they put work into it and also that it will have some noticeable effect on their game performance. (that's my 2 pence)
Jan 9, 2012 at 18:20 answer added Ken timeline score: 11
Jul 1, 2011 at 8:45 answer added Nicol Bolas timeline score: 39
Jun 30, 2011 at 23:22 comment added Alex Schearer Consider using Excel to do this. Seems well suited to the task and you wouldn't have to write a line of code.
Jun 30, 2011 at 22:40 answer added daemonfire300 timeline score: 5
Jun 30, 2011 at 20:58 answer added Kylotan timeline score: 2
Jun 30, 2011 at 11:15 answer added Skeith timeline score: 2
Jun 30, 2011 at 9:14 comment added Jonathan Connell The huge thing is balance, it would probably be a good idea to create an interactive program (say in C# or something quick) where you can change stats and see what kind of results you get. If you can change the formulae at run time, that would also help :)
Jun 30, 2011 at 9:02 comment added Jonathan Connell I think you've done the right thing in first setting what kind of stats, HP etc you want. This is part of the player experience and the math should fit 'around' these values. With so many stats though, the player should intuitively know what stats will affect his magical, physical attacks, etc. So the first big question is what stats correspond to an attack, and what stats defend against these stats (For ex PhDef defends only against PhAtk).
Jun 29, 2011 at 21:25 history tweeted twitter.com/#!/StackGameDev/status/86183628245184514
Jun 29, 2011 at 21:15 answer added Mitch Lindgren timeline score: 23
Jun 29, 2011 at 21:08 answer added BlueRaja - Danny Pflughoeft timeline score: 155
Jun 29, 2011 at 19:41 history asked user127817 CC BY-SA 3.0