StendhalRefactoringRP: Difference between revisions
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imported>Neoneurone No edit summary |
imported>Kiheru Melee Combat; the new formula |
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Combat right now works as follows: |
Combat right now works as follows: |
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# We compute the ''risk'' to hit the target, using their ATK and DEF attributes- |
# We compute the ''risk'' to hit the target, using their ATK and DEF attributes- |
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# If risk>0 then we compute if the target blocks the attack, or how much damage the target |
# If risk>0 then we compute if the target blocks the attack, or how much damage the target received. |
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The formula looks like: |
The formula looks like: |
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<pre> |
<pre> |
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risk_to_hit = |
risk_to_hit = 20 * source[ATK] - roll[1D20] * target[DEF] |
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if risk_to_hit > 0: |
if risk_to_hit > 0: |
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max_defence = √(target[DEF] * (10 + source[ARMOR])) * (10 + 0.03 * (target[LEVEL] + 5)) * random[0..1]; |
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max_attack = source[ATK] * (1 + source[WEAPON])* (1 + 0.03 * (source[LEVEL + 5)) * speed_effect * random[0..1]; |
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where: speed_effect = 1.0 - 0.5 * speed_part * level_part^2; |
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defender_part = 0.6 * (roll[1D100] / 100) * target[DEF]^2 + 4 * target[DEF] * shield + 2 * target[DEF] * |
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where: speed_part = 8 / (source[ATTACK_RATE] + 3.0); |
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armor + target[DEF]* helmet + target[DEF] * legs + target[DEF] * boots |
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level_part = 1.0 - (target[LEVEL] + 5) / (1.2 * (source[LEVEL] + 5)); |
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damage = (8 * max_attack * random[0..1] - max_defence * random[0..1]) / max_defence); |
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</pre> |
</pre> |
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There's also small karma effect for both the hitting chance and damage. |
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See that it is very important the ATK and DEF value, but that you can also get big improvements using weapons, armors, shields, etc... |
See that it is very important the ATK and DEF value, but that you can also get big improvements using weapons, armors, shields, etc... |
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The |
The benefits you get from weapons and armors are directly proportional to your level. |
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The formula is nicer than previous one because it gives a good range of damages and it adds lineal damage increase for using weapons and lineal damage absortion for using armors. Now the point is to give values to monsters that will always lack of equipment ( to simplify everything ). |
The formula is nicer than previous one because it gives a good range of damages and it adds lineal damage increase for using weapons and lineal damage absortion for using armors. Now the point is to give values to monsters that will always lack of equipment ( to simplify everything ). |
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