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Rpg maker mv damage formula
Rpg maker mv damage formula











if damage is 8 for an attack that causes a gash 1 cm wide, 4 cm long, and 2 cm deep, it will be 32 for a gash 1cm wide, 4cm long and 4 cm deep. Though damage might not be properly defined, consider it to increase as the square of the penetration distance through a material increase. (let me know what other factors may be needed here) It could be considered to be the flesh of some animal (pig, cow, seal, ect) (though I realize the presence of bones may complicate this, consider just boneless flesh.) Or perhaps even imagine the target to be a large block of material (ex. This will largely be determined by quickness (a factor derived from dexterity).īecause I'm choosing to deal with defense separately, it might be acceptable to consider the target to be unarmored. Dodge/Evade - chance to evade an attack.finalAttack = (unmodified damage * (bonuses/penalties multipliers) - AC*(DMG_REDUCT) ) * (1 - DMG_REDUCT). A damage percentage reduction formula will be devised with lower and upper limits of 0 and 1 respectively.

rpg maker mv damage formula

Different equipment will provide a AC value. Defense / Damage Reduction - The amount and/or factor by which the unmodified damage is reduced due to the target's armor/defense rating.The shorter the time in which the momentum changes to 0, the greater the counter-force that the target must exert to stop the weapon, and so, the greater the damage.) Attack area (the larger the area, the more the attack is distributed, and less damage is inflicted), impact time (time it takes weapon to stop moving when swinging/thrusting. Strength, dexterity, arm mass and length, weapon mass and distance from pivoting point (shoulder) of weapon's center of balance, weapon velocity (for thrust) and angular velocity (for swing), and moment of Inertia (for swing) will play a positive roll in calculating this value. The KE formula will likely play a role here as will other factors. This is the portion I'm seeking help for. unmodified damage - Damage an attack would cause prior to being submitted to attack bonuses/penalties and prior to accounting for defense's damage reduction.Ring mail may protect against blades, but won't be very effective vs. (Certain weapon types are more or less effective against certain armor types. attack bonuses / penalties - modifiers to attack damage based on weapon type (flail, blunt, cutting, piercing, stabbing, swinging) and enemy's armor type (platemail, ringmail, shield, ect).This will be positively affected by increase in dexterity, and/or decrease in effective weight which describes how heavy the item feels based on player strength (inversely related to strength ex a 16kg club may have an effective weight of 16kg for someone with 10 str, but would have effective weight of 8kg for someone w/ 20 str.). accuracy - Chance to hit, and if hit, chance to land a critical hit.

rpg maker mv damage formula

In an effort to simplify attack calculations, I've divided attacks into various parts: Players will have attributes such as strength, dexterity, constitution, intelligence, and wisdom, as well as skills. The game will be essentially a mix between rougelikes such as nethack, and the turn based battling system found in games like KQ and games made with RPG Maker XP. I feel there's a need to elaborate further on my situation, so that we can keep the discussion specific and not overextend ourselves. I see answers encompassing swing method (positioning, angle, follow-through), defense (armor, density), weapon type, and accuracy.

rpg maker mv damage formula

I apologize in advance for this rather long post. If an exact function for damage isn't readily obtainable, even an approximation would suffice. While some, I've thought about but forgot to mention, others are ones I haven't considered. I realize what I'm asking you is complicated, and I appreciate the time you've taken to provide further insight into the situation.













Rpg maker mv damage formula