Anyone have the damage parameters down to a science??

#21
I would not have expected the division between pyhsical and magical attacks... seems really unnecessary, but if John says so I'll believe it. Still we have no information in Johns words about how the damage calculus works. Ie. how we go from 15 ATK+8 DEF = 18 damage.

Bare in mind, monsters don't have strength/magic so it's safe to assume their damage is uniform regardless of the type of attack.

These are astute observations it would've taken me a long time to notice. I would not have expected an integer based function for a PC game. Or even a PlayStation game. It's good to know the str/magic def progression is linear at least. I guess that means the "random" str/mag ups come at regular intervals as well.

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The fact that I can no longer logically remap Stab to Light (and still call it magic in the traditional sense) is slightly problematic for me. I guess I can just rationalize it away by saying light is antithetical to the other forces in this universe. The elemental realms are all dark elemental realms, so the magic/equip that come from them can also be dark.
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#22
Does John know anything about monster defense vs player attacks?
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#23
I would suggest moving the spreadsheet to Google Docs... but Google is dead to me now, so maybe there is a competitor we could use??

In the meantime I'll probably have to install OpenOffice or something to keep checking out this spreadsheet. This machine shipped with a demo of Microsoft Office installed, but I think I'm about to run out of trial sessions.
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#24
I will get the spreadsheet completed then post an html version of it on the site in the tutorial.
- Todd DuFore (DMPDesign)
Site Founder
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#25
Dumb question but I am at work and cannot test it.

If you lower an enemies defensive stat, say for magic, to a negative number, does it actually calculate it as a vulnerability toward that element or does it treat it as a 0 defensive stat?
- Todd DuFore (DMPDesign)
Site Founder
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#26
It's not a dumb question, but the circle graphing system is dumb in that it does not take negative numbers into account. But yes, being overall negative will make the monster weaker. I know this because most of my monsters are in the negatives (might as well ignore the graph)


I tried setting the base stats in the middle so the graph would make sense but that basically made all the monsters too powerful.
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#27
That is what I had tried as well, was setting monsters to mid level, thinking that I could only reduce the resistance/defense to a minimum of 0.

Im glad you can actually make a negative stat, I will try to incorporate that into the final spreadsheet as well to see how that works.

For instance, as with all KF games, I want slimes to be vulnerable to poking attacks, so that a rapier can pretty much destroy them but a hammer doesnt work well at all.

Thanks for the heads up.
- Todd DuFore (DMPDesign)
Site Founder
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#28
Wow, this looks really nice. My guess is excel has functions which will fit a function(curve) to these numbers. The actual function I reckon must be very simple, if not just some simple integer math of some kind. It would be nice to be able to say we have the exact function, but if we can at least get close that should be good enough.


Finally is it safe to say these charts represent all there is to know? Or is there further testing required? The notes seem to indicate one chart is good enough for calculating both player and enemy damage.


PS: Awesome Hearton



Edited: Is it safe to say that for Str/Mag you'd want to cap it at an factor of five? Or is there a fractional component in the calculation? Ie. would say 21,22,23,24, all have the same effect until 25? If so that is a little lame even, because the player would know all the points in between are pointless so to speak. I'm just asking because it was originally explained every 5pts equals 1armor/attack point. But I guess even if it is purely an integer calculation that way, the points in between probably have other effects like speeding up your bar refills etc.
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#29
Dont forget strength and magic stats also pertain to weight tolerances and speed of weapon swing recovery or magic bar recovery. ‎  Each point is likely valuable for that as well.
- Todd DuFore (DMPDesign)
Site Founder
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#30
Here is a good question...

If your weapon has say 0 fire attack. But you have say 25str. Then does that give you 5 fire attack??

I always assumed the weapon stats were multiplied by str more or less. But this model just adds str linearly to the weapon.


And just for the record. Are the plotted numbers based on projected calculations? Or actual experiments/both?
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