A friend and I are trying to develop a “chance to dodge” formula that will scale from level 1-1000. I would like to see if one formula can be utilized, using a difference ratio between Character A’s level and Character B’s level. The factors involved in the equation are as follows:
Dexterity (Max 38)
Acrobatics Skill (up to 5 possible skill points)
The equation in theory:
(Acrobatics Skill * 5) + ((Dex - 10) * 0.1) + ((CharacterB's Level - CharacterA's Level) * 0.1)
The formula has been varied a little to make it work better in one regard which has the inverse effect of making it not work in another area. For example, the formula may work and scale well if a lvl 700 is striking at a lvl 1000. Let’s say that works out that Character B has a 65% to dodge. Sounds good…..except if the same formula is applied to a lvl 5 is striking a lvl 20 (low levels).
We don’t want there to be a 100% chance to block. Then again, I guess if a level 1 struck at a level 1000, that would be a little bit ridiculous that he would succeed. But once again, it would be nice if there was a way to scale the entire level spectrum by use of perhaps cosine and the difference-between-level’s ratio.