jcsnider Posted June 15, 2013 Author Share Posted June 15, 2013 ![](http://www.eclipseorigins.com/resources/logo.png)**4.0.4 Combat Formulas**I am not too sure how many of you all are familiar with the default combat formulas found in Eclipse Origins 2.0 on but they are lacking to say the least. So as of 4.0.4 we have added new combat formulas that make a little bit more sense. Now, we understand that your game is important to you. For anyone who has already been using the standard formulas (Robins) you can continue to do so but turning off the new combat formulas via the Admin Panel -> Game Options button.Anyways here are what the new formulas look like. Special thanks goes to our own Agoraphobic for working on balancing issues along with trying to make each stat important for every class. **Agility**The gracefulness of a person. Critical Hit Chance %Formula: Agility / 3Random (1-100) to determine if successful.255 Attribute Max: 85% Critical Hit ChanceDodge %Formula: Agility / 4Random (1-100) to determine if successful.255 Attribute Max: 63% Dodge RatingParry % Formula: Agility / 6Random (1-100) to determine if successful.255 Attribute Max: 42% Parry**Endurance**The physical condition and sturdiness of a person. Max Health PointsFormula: (Endurance * 10) + (Level * 4) + 150255 Attribute Max: 5,000 Health PointsHealth Point Regeneration Per SecondFormula: Endurance/2255 Attribute Max: 122 HP per secondBlock % (Shield Only)Formula: Strength / 3Random (1-100) to determine if successful.255 Attribute Max: 85% Block**Intelligence**The person's knowledge of controlling the ebb and flow of magic.Max Magic PointsFormula: (Intelligence* 10) + (Level * 4) + 150255 Attribute Max: 5,000 Magic PointsMagic Point Regen Per SecondFormula: Intelligence/2255 Attribute Max: 122 MP per second**Strength**Your character's strength of body and mind.Physical DamageFormula: (Strength * 2 ) + (Weapon Damage * 2) + (Level * 3) + Random (1-20)Spell DamageFormula: (Strength * 2 ) + (Spell Damage * 2) + (Level * 3) + Random (1-20)Critical Hit DamageFormula: (Damage X 1.5)**Willpower**Your character's sheer willpower that helps the person ignore damage.Armor is your accumulative armor from shields, armor,etc.Physical Damage ReductionFormula: (Willpower * 2) + (Level * 3) + Armor Magical Damage ReductionFormula: (Willpower* 2) + (Level * 3)Trap Damage Reduction (Tile Attribute)Formula: WillpowerThese will need to be revised a little but overall they give each class type a reason to build each stat. Link to comment Share on other sites More sharing options...
h3lp Posted July 4, 2013 Share Posted July 4, 2013 Good job :D Link to comment Share on other sites More sharing options...
dxxknight Posted July 5, 2013 Share Posted July 5, 2013 I may or may not have found a bug in the new combat system. I only have 3 points in End. and a shield with only 1 defense but no matter how high I set the agility/strength of an NPC I always seem to block his attack. Link to comment Share on other sites More sharing options...
h3lp Posted July 5, 2013 Share Posted July 5, 2013 Affirmatif me too Link to comment Share on other sites More sharing options...
Stein Posted July 6, 2013 Share Posted July 6, 2013 Are you sure you're running 4.0.5? I was under the impression it was fixed. Link to comment Share on other sites More sharing options...
h3lp Posted July 6, 2013 Share Posted July 6, 2013 Yes me i running the 4.0.5 Link to comment Share on other sites More sharing options...
jcsnider Posted July 6, 2013 Author Share Posted July 6, 2013 I thought I fixed it too but I will take a closer look this time around. Link to comment Share on other sites More sharing options...
h3lp Posted July 6, 2013 Share Posted July 6, 2013 Ok thank you. Link to comment Share on other sites More sharing options...
MCADAMS Posted July 11, 2013 Share Posted July 11, 2013 Having most of your formulas rely on random numbers is terrible for combat and is what made EO's and those before its combat terrible. Link to comment Share on other sites More sharing options...
Growlith1223 Posted July 12, 2013 Share Posted July 12, 2013 > Having most of your formulas rely on random numbers is terrible for combat and is what made EO's and those before its combat terrible.wut. Link to comment Share on other sites More sharing options...
MCADAMS Posted July 12, 2013 Share Posted July 12, 2013 > wut.A lot of the new combat formulas use RNG, which is bad for combat and doesn't bring any sort of balance or satisfaction for the player. Link to comment Share on other sites More sharing options...
Agoraphobic Posted July 12, 2013 Share Posted July 12, 2013 Your stat determines what % you have to crit,dodge,etc. So if you put the points into that stat, you yield results. The RNG is just like rolling percentile dice in a roleplay game to see if you succeed on the roll.Instead of RNG, using straight formulas without a RNG it turns into a min/max game even more so. (Look at WoW)Just curious, how would you have it determined? Link to comment Share on other sites More sharing options...
MCADAMS Posted July 12, 2013 Share Posted July 12, 2013 It's fine for actual RNG stats, but there's no point in adding random numbers to the physical and spell damage formulas.> (Strength * 2 ) + (Weapon Damage * 2) + (Level * 3) + **Random (1-20)**> (Strength * 2 ) + (Spell Damage * 2) + (Level * 3) + **Random (1-20)**Also that's terrible for scaling. 20 damage could be huge in the early levels then completely meaningless later. Link to comment Share on other sites More sharing options...
Growlith1223 Posted July 12, 2013 Share Posted July 12, 2013 > A lot of the new combat formulas use RNG, which is bad for combat and doesn't bring any sort of balance or satisfaction for the player.sooooo.(don't shove hate down my throat) what you're saying is, combat is supposed to stay static? O.o no uniqueness? Link to comment Share on other sites More sharing options...
Agoraphobic Posted July 12, 2013 Share Posted July 12, 2013 It would be strange for the damage to be constant over and over again; 20 damage, 20, damage, 20 damage, 20 damage, etc.The RNG for the damage formulas was made to add a little fluctuation to each hit (to show if it's a glancing blow or a more severe hit)It wasn't made to substitute equipment, stats or crits. Link to comment Share on other sites More sharing options...
MCADAMS Posted July 12, 2013 Share Posted July 12, 2013 There's still a better way to add fluctuation; not making it rely on a random variable but actually your stats. I don't know about you, but when I play a game and get stronger I like that to actually be reflected. You could do something like you deal somewhere between 75 - 100% of your physical or spell damage, instead of tossing in a random variable you have no control over. At least with that kind of fluctuation as you level up and get better items your damage will reflect it. Link to comment Share on other sites More sharing options...
Growlith1223 Posted July 12, 2013 Share Posted July 12, 2013 > There's still a better way to add fluctuation; not making it rely on a random variable but actually your stats. I don't know about you, but when I play a game and get stronger I like that to actually be reflected. You could do something like you deal somewhere between 75 - 100% of your physical or spell damage, instead of tossing in a random variable you have no control over. At least with that kind of fluctuation as you level up and get better items your damage will reflect it.hence the reason it's a formula with level and strength in it. otherwise it wouldn't be worth using at all Link to comment Share on other sites More sharing options...
lauk Posted July 16, 2013 Share Posted July 16, 2013 Ty , sounds good Link to comment Share on other sites More sharing options...
Exception Posted November 27, 2013 Share Posted November 27, 2013 I understand that this is an old topic, but this has to be asked:> Spell Damage> Formula: (Strength * 2 ) + (Spell Damage * 2) + (Level * 3) + Random (1-20)Why on Earth is spell damage _handled_by _**STRENGTH**_, especially considering that _**INTELLIGENCE**exists_ as a stat?Surely that makes most magic based classes extremely underwhelming when you consider that the typical mage archetype has low strength and high magic/intelligence? Link to comment Share on other sites More sharing options...
Richy420Rich Posted November 28, 2013 Share Posted November 28, 2013 Agreed with Carim, Strength should be useless to a mage whereas Intelligence should be useless to a meleer.Also I'm not sure but some games might like to have an option to allow players stats back to their original for stat redistribution, as an item. Link to comment Share on other sites More sharing options...
Agoraphobic Posted November 28, 2013 Share Posted November 28, 2013 Strength is both your physical and mental (magic) strength. While Intelligence is the ability to control the flow of magic (Mana), not how strong it is.The idea was to make each attribute important. Link to comment Share on other sites More sharing options...
BronzeOregon Posted December 3, 2013 Share Posted December 3, 2013 That's understandable, and granted, I'm not familiar with the old stat formulae, but would it be possible to make another combat table option? That way, you can have a mage with an int\wil build, and still get the damage boosts you want. Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted December 3, 2013 Share Posted December 3, 2013 > Having most of your formulas rely on random numbers is terrible for combat and is what made EO's and those before its combat terrible.You know, if it isn't a balanced RandomNum then sure, it is just dumb (I don't care for the (1-100) but oh-well). Here's what i made in QB64 and I think it would work well and from what I see it does work well.>! CLS>! GOSUB A100.Inputs>! Reloop:>! GOSUB Clear.DATA>! GOSUB B100.Calculations>! GOSUB C100.Amounts>! GOTO Reloop>! A100.Inputs:>! INPUT "Please Enter Critical Strength => ", CritStrength>! INPUT "Please Enter Strength ==========> ", Strength>! INPUT "Please Enter Luck ==============> ", Luck>! Luck.Percent = ((Luck / 100) + 1)>! Control$ = "No">! RETURN>! Clear.DATA:>! RandomCritical = 0>! RanNumber = 0>! RETURN>! B100.Calculations:>! GOSUB B200.Random>! IF RandomCritical = 0 THEN>! GOSUB B210.Critical.Damage>! ELSE>! GOSUB B220.Normal.Damage>! END IF>! IF Attack <= Strength THEN Attack = Strength>! IF Attack > (Strength * 3) THEN Attack = (Strength * 3)>! IF Attack < (Strength / 3) THEN Attack = (Strength / 3)>! IF Attack < 1 THEN Attack = 1>! RETURN>! B200.Random:>! DO UNTIL RandomCritical >= 1 AND RandomCritical <= 100>! RandomCritical = INT(RND * 10) * Luck.Percent ' This Works!!! Top of 18 Low of 1>! LOOP>! RETURN>! B210.Critical.Damage:>! RanNumber = INT(RND * 10)>! DO UNTIL RanNumber >= 1>! RanNumber = INT(RND * 10)>! LOOP>! RanDamage = RanNumber>! Attack = Strength + (CritStrength * ((RandomCritical / 100) + 1))>! RETURN>! B220.Normal.Damage:>! Attack = Strength + ((RND / RND) * Luck.Percent)>! RETURN>! C100.Amounts:>! IF Control$ = "No" GOTO First.Time ELSE>! Attack = INT(Attack * 100) / 100>! PRINT "Attack Equals"; Attack>! ' IF Top < Attack THEN Top = Attack>! ' IF Attack = Top THEN Amount = Amount + 1>! ' PRINT Top>! ' PRINT Amount>! SLEEP>! RETURN>! First.Time:>! CLS>! Control$ = "Yes">! PRINT "Press Enter When Ready for a New Amount…">! SLEEP>! CLS>! GOTO C100.AmountsPlease don't use this unless you credit me, Thanks. Link to comment Share on other sites More sharing options...
Richy420Rich Posted December 4, 2013 Share Posted December 4, 2013 A random number isn't too bad as long as it doesn't control the base of the combat formula.>! ```'Your base would be something like bah, example:Damage = (((Strength * 2) + Weapon) + PlayerLevel)'Of course after subtracting opponents defense like bah, example:FinalDamage = (FinalDamage - Defense)'Then you can use a randomizer to fluctuate the value, which is cool because you don't want to see the same damn number:RandomDamage = Rand(1, 5)MathRandom = Rand(1, 6)Select Case MathRandomCase 1, 2, 3FinalDamage = FinalDamage + RandomDamageCase 4, 5, 6If (FinalDamage - RandomDamage) <= 0 Then FinalDamage = 0Exit SubElseFinalDamage = FinalDamage - RandomDamageEnd IfEnd Select>! ``` Link to comment Share on other sites More sharing options...
Mohenjo Daro Posted December 5, 2013 Share Posted December 5, 2013 You know, it just isn't fair that your language has the RandomNum with an area it can be in and QB64 doesn't… Just more lines to write I guess... But yeah, RandomNums are VERY important when writing a code, otherwise it gets boring. Link to comment Share on other sites More sharing options...
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