Anyone have the damage parameters down to a science??

#31
What are the odds of the table being extended much further in the negative/positive defense directions?

It would especially be instructive to know if at some point the damage becomes always 1 or virtually infinite.
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#32
So.....

If I understand this correctly. Every 5 Magic points you get, you effectively get to deal 5 more damage? That is one for each magic affinity. And every 5 Strength points you deal 3 more damage, one for each strength affinity? Or am I reading this wrong??

I gotta say this seems like the dumbest system ever either way you cut it.


I did do a quick experiment. Basically I slapped a 0 attack knife on a 15/15 player and was able to kill a skeleton. Basically I just wanted to know if the weapon attacks/affinity would matter at all.

The only thing I can think to do is raise the numbers on equip monsters as much as possible so that the builtin bonuses are as negligible as possible. I really wanted to have single digits only for equipment, but I think in order to be realistic I'll have to slap a 0 on the end of each number in order to play from the original som runtimes.
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#33
I don't think it can work quite as described in the Strength/Magic dept. Exhibit A)

Basically I was just playing, and I used a debug event/item I have setup to bump my Str/Mag up to about 150/100. If you divide that by 5, you get like 30/20. Now if you spread that out 30+30+30+20+20+20+20+20=190atk. Now the weapon I started with was like 60+50+40=150atk. With that I could pretty much 1hit kill some bug monsters (with beginning stats) ...so after raising my stats, I went and found a weapon with basically no attack, and it took me about 5 or more full gauges to kill the same buggers. So obviously I was doing a lot more damage with the 150atk weapon than I was doing with just my str/mag stats which according to John's formula (as I understand it) should be hitting for 190atk alone with those stats.

So there must be some other factor at play here Ninja
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#34
^I think the probable answer to this is the way damage is calculated. The damage (however it works) just isn't linear, ie. it is exponential. So I've noticed if you say have a weapon with 80 in one stat, versus a weapon with 10 in all 8 stats, the 80 is going to hit a lot harder... or in other words if the 80 works well against a beastie, the 8x10 is probably going to bounce off it like a child's toy.

I think we need to solve the damage formula, because with 8 stats at play, it can get really tricky trying to get a handle on what you're really doing with your game stat wise.

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#35
I wish I knew how to help with this, it is currently the last thing I am F()*^)*^ing around with on my game project and its pissing me off.

Small tweaks here and there to item stats are causing massive changes in game. ‎  It really seems like adding magical stat to offense has a much larger effect than melee stats...maybe its just me.
- Todd DuFore (DMPDesign)
Site Founder
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#36
WOW.... ‎  I have just finished my first map which is sorta the first level to my game. ‎  I was planning on setting enemies, npc's and weapons/armor to the game to complete at least a walk throughable (is that even a word) level 1. ‎  This ATK/DMG stuff seems like a big thing to dig into when starting this task!!! ‎  I wanted to do this before I put any finishing touches into the map so I would know if the gameplay would work well. ‎  I know what level I want the palyer to be at the end of each level and to start each "area" in the map so I wanted to talior my creatures to fit in with that level/equiptment. ‎ 

When you guys make enemies, say you want skeletons at a level 1 and also a level 5. ‎  Do you need to make 2 skeletons with different stats? ‎  That's how I was assuming you'd have to do it and I was noting this when creating which skeleton was in which slot in the enemy tab. ‎ 

Once I know a player could complete the level, I was going to add in the final touches and all the keys/switches and events that would trigger different scenarios.
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#37
You have the right idea. ‎  If i may make a suggestion on your enemy table...

If youre going to use a truth glass scenario on your enemies and you dont want the enemy level showing up, anme all your enemies of the same type the same thing.

In your enemy table, leave about 5 blank spaces between the enemies from your first map and the enemies of your second map. ‎  If possible create an unused enemy at the top of the list that says map1 enemies, then after your 5 blank spaces between map 1 and 2 create another unused enemy called map2 enemies and so on. ‎  i wish I would have done that...
- Todd DuFore (DMPDesign)
Site Founder
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#38
Thanks for the tip as it's a very good idea. ‎  I'm also going to try to remember to put the slot number in the spreadsheet so I can know exactly where they are in the list so when I pull them out onto a tile. ‎ 
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#39
I had a few minutes, literally to set up the armor/weapons that will be avaiable on the first board. ‎  I would have never had thought I'd need a lvl 1 enemy to need 100+ HP and such a high attack. ‎  The first monster I set up can be killed at lvl 1 with 5 hits with the dagger and 3-4 with the sword. ‎  It takes 6-7 hits with no armor and 8-10 hits with the basic armor at lvl 1 to be killed by a lvl 1 enemy. ‎ 

Does this sound right? ‎  Should I have the enemies do more damage? ‎  I just can't believe that this was built with such a crappy ATK/DMG/Level Up system.... ‎  Makes things very wierd when setting up your game. ‎  I'm used to starting enemies having 10-15 HP with your weapons doing 1-3 damage at lvl 1....

Very wierd!
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#40
Without modifying the level tables, what you have posted is probably correct.

The only person that knows for sure is you though. ‎  Make sure it plays right according to what you want.

If the player isnt backtracking over the same map over and over again it will help you greatly in getting the monster stats correct. ‎  Unfortunately for me DD is a continous backtrack...parts of the end game are found in the first area and so on.

I wish I knew a better way to help you design the stats, I really do.

Perhaps you can question holy diver on how exactly he modified his leveling table to accomplish his own custom leveling structure. ‎  I know the post is around here somewhere, but until we get a help section that actually has an index on things like this, it will be difficult to find in all the posts.
- Todd DuFore (DMPDesign)
Site Founder
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