Hp and Mp Bar

Talk about any unintentional game issues here.
Flashlight237
Posts:2252
Joined:Tue Jul 16, 2019 3:01 am
Re: Hp and Mp Bar

Post by Flashlight237 » Sat Jul 03, 2021 1:33 pm

CrazyVanilla wrote:
Tue Jun 29, 2021 7:09 pm
Perhaps the equipment stats and class stat points could build off each other in some way? Like the equipment stats for strength are given slightly more weighting in the formula for each strength stat point you have added into strength?
And exactly how do you plan on doing that? I hardly know anyone who had actually looked at the formula and mathematically figured out an actual workaround.

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CrazyVanilla
Posts:1227
Joined:Fri Jul 03, 2020 11:21 am

Re: Hp and Mp Bar

Post by CrazyVanilla » Sat Jul 03, 2021 2:21 pm

Flashlight237 wrote:
Sat Jul 03, 2021 1:33 pm
CrazyVanilla wrote:
Tue Jun 29, 2021 7:09 pm
Perhaps the equipment stats and class stat points could build off each other in some way? Like the equipment stats for strength are given slightly more weighting in the formula for each strength stat point you have added into strength?
And exactly how do you plan on doing that? I hardly know anyone who had actually looked at the formula and mathematically figured out an actual workaround.
I don't need to "plan on doing that" because its not my game nor my job to create formulas for it, but, for concept;
(Set + accessory bonus)*((0.01*(class stat))*weapon power

Before you go saying that formula would be trash if put in the game, I am well aware. I am also aware Robby likes to use damage ranges. I am not aware of exactly what he wants, so that is just to show concept of what I'm trying to say, not the actual formula I want in the game at all (also aware gun RPM and two handed weapons needs to be taken into account for balancing perspective, along with the fact this doesn't take into account damage to enemies, only the damage output, again its just for concept).

A formula using that concept will actually both encourage & make it well worth to buy the top equipment and upgrade the class stat, both of which, as any player knows, is really not worth it right now unless you just want to flex or like the look of the equipment.

Player with full Alloy Grape set, S3 Alloy grape bow, and 100 Archery:
155*(0.01*100)*140 = 21,700 damage output

Player with full Alloy Grape set, S3 Alloy grape bow, and 1 Archery:
155*(0.01*1)*140 = 217 damage output

Current formula with those exact examples:
https://gyazo.com/fa14f20417ba375dcd14db641350ba99
https://gyazo.com/2f9dbbcfe4738d4bbb6e2d49607b1e39
Image

Flashlight237
Posts:2252
Joined:Tue Jul 16, 2019 3:01 am

Re: Hp and Mp Bar

Post by Flashlight237 » Sat Jul 03, 2021 3:43 pm

CrazyVanilla wrote:
Sat Jul 03, 2021 2:21 pm
Flashlight237 wrote:
Sat Jul 03, 2021 1:33 pm
CrazyVanilla wrote:
Tue Jun 29, 2021 7:09 pm
Perhaps the equipment stats and class stat points could build off each other in some way? Like the equipment stats for strength are given slightly more weighting in the formula for each strength stat point you have added into strength?
And exactly how do you plan on doing that? I hardly know anyone who had actually looked at the formula and mathematically figured out an actual workaround.
I don't need to "plan on doing that" because its not my game nor my job to create formulas for it, but, for concept;
(Set + accessory bonus)*((0.01*(class stat))*weapon power

Before you go saying that formula would be trash if put in the game, I am well aware. I am also aware Robby likes to use damage ranges. I am not aware of exactly what he wants, so that is just to show concept of what I'm trying to say, not the actual formula I want in the game at all (also aware gun RPM and two handed weapons needs to be taken into account for balancing perspective, along with the fact this doesn't take into account damage to enemies, only the damage output, again its just for concept).

A formula using that concept will actually both encourage & make it well worth to buy the top equipment and upgrade the class stat, both of which, as any player knows, is really not worth it right now unless you just want to flex or like the look of the equipment.

Player with full Alloy Grape set, S3 Alloy grape bow, and 100 Archery:
155*(0.01*100)*140 = 21,700 damage output

Player with full Alloy Grape set, S3 Alloy grape bow, and 1 Archery:
155*(0.01*1)*140 = 217 damage output

Current formula with those exact examples:
https://gyazo.com/fa14f20417ba375dcd14db641350ba99
https://gyazo.com/2f9dbbcfe4738d4bbb6e2d49607b1e39
I am personally aware of what Robby was trying to go for myself; given how the current formula works, it seems he wanted weapons to have the most emphasis on the formula itself. Of course based on his statements, he wanted the player's stats to come in second and the armor bonuses (accessories included) third given he had claimed armor bonuses to be "little bonuses." That's what I can gather at least.

Looking at it, I noticed a critical flaw in the formula you had written here. It seems to render starter players completely useless according to the math I did, which is based on no armor, a twig, and the starting player attack stat of 4. It amounted to exactly 0.08 damage. Wow.

I had come up with an alternative of my own; nothing to drastic, but it does put a little more emphasis on the player's base attack stat.

(Weapon Power+Player's Attack Stat)*(Equipment Boosts (Helmet+Armor+Legs+Shoes+Accessory)

I had to make a new Sharpening formula as a result as it winds up weakening Sharpening as a result.:

(Weapon Power+Base Stat)*1.1^(Sharpening Stage; 0 for unsharpened weapons)

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CrazyVanilla
Posts:1227
Joined:Fri Jul 03, 2020 11:21 am

Re: Hp and Mp Bar

Post by CrazyVanilla » Sat Jul 03, 2021 5:24 pm

Flashlight237 wrote:
Sat Jul 03, 2021 3:43 pm

Looking at it, I noticed a critical flaw in the formula you had written here. It seems to render starter players completely useless according to the math I did, which is based on no armor, a twig, and the starting player attack stat of 4. It amounted to exactly 0.08 damage. Wow.
CrazyVanilla wrote:
Tue Jun 29, 2021 7:09 pm
Before you go saying that formula would be trash if put in the game, I am well aware. I am also aware Robby likes to use damage ranges. I am not aware of exactly what he wants, so that is just to show concept of what I'm trying to say, not the actual formula I want in the game at all
Image

coke
Posts:50
Joined:Tue Jul 16, 2019 2:11 am

Re: Hp and Mp Bar

Post by coke » Wed Jul 07, 2021 9:22 pm

So i am much OPer than before? you really need to work on skill damage formula, you just give me a reason to carry more money for more damage
Image
now with pure warrior gears, fyi mechanical wings gives 3 archery
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