2013-07-08, 11:07 AM
For the record, the affinity is going to be supplied as a third parameter in case anyone wants it.
The second parameter turned out to be the evasion defense bonus that monsters get. I reckon players will get it too somehow if they are holding up a shield. The second argument for attackers is 0. But if there was a similar mechanic for attackers it will be nonzero. That would have to be an extension. For example how you can do extra damage when falling in Dark Souls.
So in other words, you must incorporate the evasion into hit_offset_quantifier if you set that up. Or else. The bonus won't be in play.
PS: I have no idea what to do about the power gauge yet. Basically it happens before handicap_quantifier and scales down your damage linearly. I don't think it's part of damage per se. So I am not setting up any extensions for it until I have a better idea of what to do. Seems fine the way it is for now.
I think it falls more into a physical simulation category than damage gamification. Whereas gamers we don't want to know how materials are torn apart. We don't want to play a game that cares about that. Because it wouldn't be a game. But how your arm moves is something much simpler, and familiar...
Also I have long concluded that the gauges do not represent power or stamina. They are timing gauges. To the extent that they will represent power will only be to the extent that you use them as an aid to hit the right timing. With the exception of the magic gauge. Sometimes it can represent power draining out. Like air when swimming. Or A magic field waning in strength over time.
The second parameter turned out to be the evasion defense bonus that monsters get. I reckon players will get it too somehow if they are holding up a shield. The second argument for attackers is 0. But if there was a similar mechanic for attackers it will be nonzero. That would have to be an extension. For example how you can do extra damage when falling in Dark Souls.
So in other words, you must incorporate the evasion into hit_offset_quantifier if you set that up. Or else. The bonus won't be in play.
PS: I have no idea what to do about the power gauge yet. Basically it happens before handicap_quantifier and scales down your damage linearly. I don't think it's part of damage per se. So I am not setting up any extensions for it until I have a better idea of what to do. Seems fine the way it is for now.
I think it falls more into a physical simulation category than damage gamification. Whereas gamers we don't want to know how materials are torn apart. We don't want to play a game that cares about that. Because it wouldn't be a game. But how your arm moves is something much simpler, and familiar...
Also I have long concluded that the gauges do not represent power or stamina. They are timing gauges. To the extent that they will represent power will only be to the extent that you use them as an aid to hit the right timing. With the exception of the magic gauge. Sometimes it can represent power draining out. Like air when swimming. Or A magic field waning in strength over time.