SoM damage calculation information

#1
A damage calculator is now available:
https://agetec.yuku.com/topic/2568
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#2
(2009-11-10, 12:59 AM)HwitVlf link Wrote:A couple things that should make setting Attack/Defense stats easier: if the defenders stat in a category (slash etc) is set to zero, the attacker's corresponding attack stat is the actual damage done.
Example: Player Slash attack =99, Enemy Slash defense =0:? 99 damage is dealt.
Just remember to factor in 1/5 of the player's MAG and STR stats.

This does not follow SoM's normal damage formula and has probably been responsible for a lot of the confusion. It is probably a convention SoM uses to avoid a 'dividing by 0' error that their standard damage formula would produce with zero stats. If you bump the defense stat up to 1, the damage would actually increase.
Example: Player Slash attack =99, Enemy Slash defense =1:? 4000+ damage is dealt.

Also, I have a damage calculator underway that should make tweaking enemy weapon stats much easier. SoM uses an extremely convoluted formula and I was having trouble with 'divining by 0 errors' but it should be ready shortly.

You should be careful suggesting this knowledge would make anything easier. It's actually an exception to the rule which, is good to know, but ultimately just makes things more complicated.

It's doubtful a divide by zero work around. That's not a problem for programmers. It's more probably just a convenience for people who want to have a simpler damage system, or more likely for casual designers (kids) who setup a game and never think to mess with the defense stats, or at least not until later.

It's not sure but it might even make setting up some scenarios easier by having some kinds of monsters with 0 def.

There are many weird exceptions in SOM where a setting of 0 seems to cause behavior which you would not normally expect. Putting them all in one place would probably be a helpful FAQ (or whatever the reverse of a FAQ is)
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#3
Btw,

Once there is a full fledged damage calculator, the next best step I think would be a damage charting system (a damage wizard if you will) ...So like you can tell it your general beginning and end game player stats, and it could plot out somehow stat suggestions from the beginning to the end of the game. Maybe with other factors like challenge level, learning curve, game style, etc.

Generally speaking these should be online apps.
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#4
A javascriptlet that recomputes the answer every so many fractions of a second would be easy enough. Could you post the formulas?

Edited: It could also spit out a url for saving your settings for later / sharing with friends.
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#5
I've had to put a few things on hold with work and a family emergency but it looks pretty cool! ‎  Thanks. ‎  I took a quick look and it has helped me understand how atk/def status work a little better!
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#6
So what did the actual exponential function end up looking like?
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#7
Wait a sec, bumping an enemies defense from 0 to 1 makes it take more damage?

What the hell?

Can you clarify this for a dummy like me?
- Todd DuFore (DMPDesign)
Site Founder
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#8
(2009-11-10, 08:50 PM)dmpdesign link Wrote:Wait a sec, bumping an enemies defense from 0 to 1 makes it take more damage?

What the hell?

Can you clarify this for a dummy like me?

I had pointed this out originally. It's basically two different damage formulas. One if the defense is zero, another if it isn't. I'm pretty sure this will go away if even one stat is nonzero. If it doesn't then it's probably a bug (or maybe a little of both)
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#9
OK, downloaded your spreadsheet, I understand now...thanks!
- Todd DuFore (DMPDesign)
Site Founder
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#10
But what is the damage formula?

Can someone post what's in the final cell (I think that's how spreadsheets work) or is it proprietary? Evil
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