2013-04-01, 03:12 AM
So I double checked everything, and this ((1+(ATK+DEF)/DEF-DEF*2/ATK)*ATK/2) simplification does look right. Don't know that it matches SOM's output, but it matches the formula above.
Here is a plot. You (HwitVlf) have probably done this already. But just if anyone wants to see what it looks like. Here is a plot with 40 defense (there are also 3D plotters available if you search for it and don't mind using Java plugins)
https://fooplot.com/#W3sidHlwZSI6MCwiZXE...UyNjQiXX1d
I can see how this works. But I am pretty sure I would (or will) never be able to figure out this function even if I had the patience to stare down the numbers. I don't know if its an awful formula, but it does rather lend itself to Final Fantasy like games where levels are very stratified and the numbers become very unwieldy when outclassed (though I'd expect that at least one of the KF games probably works this way)
What worries me is the player doesn't know if their weapon is having any effect. But I guess you'd give up after hacking away for too long. But suddenly a monster that seemed insurmountable might become a pushover if you can get a stat up 10 more points (if defense is 40 as in the plot)
Ultimately I agree though. I think KF is better suited to slow (or no) progression. Lord knows a game doesn't really take long enough to make any real kind of progression in real life anyway. And if it did it probably wouldn't be fun to play. Not to mention that Damage=Attack-Defense would probably be easier for authors to wrap their head around. I like to feel like I've made some progress by the end of the game, but I don't need to feel like a superman.
The real problem I see here is one affinity would dominate. In other words unless the affinities are very close together, the lower ones will either have no effect, or the higher ones will be overkill. Of course if a monster has a immunity to an affinity or two, having extras doesn't hurt.
PS: I can see now how Magic could drive damage bonuses for the magical affinities. I kind of always assumed that Strength would be multiplied by the affinity rather than added on top of of it. I mean if you have 0 Strength how can you hit for any damage right??
I think I still prefer (myself) the notion that the magic is just a quality of the weapon, so swinging it harder just hits harder. IOW the Magic stat should be limited to spells only (if it isn't; I should probably do an experiment to see for myself)
EDITED: By the way, it will be interesting to find out what this looks like in SOM's program. Kudos if its identical.
Here is a plot. You (HwitVlf) have probably done this already. But just if anyone wants to see what it looks like. Here is a plot with 40 defense (there are also 3D plotters available if you search for it and don't mind using Java plugins)
https://fooplot.com/#W3sidHlwZSI6MCwiZXE...UyNjQiXX1d
I can see how this works. But I am pretty sure I would (or will) never be able to figure out this function even if I had the patience to stare down the numbers. I don't know if its an awful formula, but it does rather lend itself to Final Fantasy like games where levels are very stratified and the numbers become very unwieldy when outclassed (though I'd expect that at least one of the KF games probably works this way)
What worries me is the player doesn't know if their weapon is having any effect. But I guess you'd give up after hacking away for too long. But suddenly a monster that seemed insurmountable might become a pushover if you can get a stat up 10 more points (if defense is 40 as in the plot)
Ultimately I agree though. I think KF is better suited to slow (or no) progression. Lord knows a game doesn't really take long enough to make any real kind of progression in real life anyway. And if it did it probably wouldn't be fun to play. Not to mention that Damage=Attack-Defense would probably be easier for authors to wrap their head around. I like to feel like I've made some progress by the end of the game, but I don't need to feel like a superman.
The real problem I see here is one affinity would dominate. In other words unless the affinities are very close together, the lower ones will either have no effect, or the higher ones will be overkill. Of course if a monster has a immunity to an affinity or two, having extras doesn't hurt.
PS: I can see now how Magic could drive damage bonuses for the magical affinities. I kind of always assumed that Strength would be multiplied by the affinity rather than added on top of of it. I mean if you have 0 Strength how can you hit for any damage right??
I think I still prefer (myself) the notion that the magic is just a quality of the weapon, so swinging it harder just hits harder. IOW the Magic stat should be limited to spells only (if it isn't; I should probably do an experiment to see for myself)
EDITED: By the way, it will be interesting to find out what this looks like in SOM's program. Kudos if its identical.