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DarkBASIC Discussion / RPG Battle Formulas

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Chessplayer
22
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Joined: 22nd Dec 2002
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Posted: 25th Aug 2003 02:47
I was just wondering what formulas were used in RPGs to calculate what damage is done to a character. Is it as simple as Your Attack - Opponent's Defense = Damage done to opponent? How does agility figure in to this? How much XP should a character gain after winning a battle.

This is still Chessplaer! I just decided to spell my handle correctly!
AtomR
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Posted: 25th Aug 2003 19:51
There is no rule to this. All you need to do is invent your own stats and how they affect each other. But if this answer doesn't satify you, you can always check the rules to games such as Advanced Dungeons and Dragons. Everything you need to know is there.

Take care
AtomR
John H
Retired Moderator
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Location: Burlington, VT
Posted: 25th Aug 2003 20:00
It can be as complicated as

Your Weapons + Your Strength + Any Spells - Enemies Defense - Any Spells

And you can add in

Random Criticle Hits , Random Misses


Just woke up but there is a lot more

RPGamer

Current Project: Eternal Destiny
Porting all files to my new computer
Squall alias Leon
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Posted: 26th Aug 2003 12:44
I'm working on something like that for my RPG. I'm working on the Agility at the moment. Soi far I've got something like this for mine.

<A> Your Agility + Your Status (if you have haste on) OR - Your Status (if you have Slow put on you kinda thing) x 255
<B> Enemy Agility + Enemy Status OR - Enemy Status x 255

Then <A> - <B>

Note: I've got x 255 because 255 is my maximum a character can go to. You should make x255 to your maximum Agility Value.

I'm still working on it, but tell me if this works for you, so I can stop and work on the rest of the stats
Squall alias Leon
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Posted: 26th Aug 2003 12:46
...As for Experience, you'd have to set that yourself for each enemy I think. Other than that I'm not sure
Squall alias Leon
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Posted: 26th Aug 2003 12:58 Edited at: 26th Aug 2003 13:08
I just thought of the equation for attacking / being attacked I think... You'l have to check, I just thought of it as I posted that post^^

I'l use these for the equations:
<A>=Your Strength
<W>=Your Weapon
<D>=Your Defence
<Y>=Your Armlet for defence
<S>=Enemies strength
<EW>=Enemies Weapon
<ED>=Enemies Defence
<EA>=Enemies Armlet for defence
255=max stat

You Attack them

((A+W)*255)-(ED+EA)*255)
I think because your strength and weapon matters when you hit someone, your defence doesn't. BUT when you hit the enemy, it's defence will matter for protection, but its weapon won't matter so isn't needed to be put in the equation. (If you can understand that...well done!)

You being Attacked

(Y+D*255)-((S+EW)*255)

Same for You as for the enemy I think, just switch the stats so you get hit.


Is this right? Of course if not nevermind, thought I'd try... haven't tried to work out the evasion/accuracy yet :S
Squall alias Leon
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Posted: 26th Aug 2003 13:05
Using the above equation and these stats as examples:

You : Strength = 50 Enemy : Strength = 34
Weapon = +12 Weapon = +6
Defence = 32 Defence = 15
Armlet = +12 Armlet = +17

When you attack you will do: 7650 Damage

When they attack they will do: 1020 Damage

Is that ok? I think it needs work
Redostrike
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Location: Belgium
Posted: 26th Aug 2003 13:37 Edited at: 26th Aug 2003 13:38
If you use levels 2. You need to use them in your math.

Only heroes live forever.
Beatboxing Rulllllllllllzzzzzzzzzzzzz
www.redostrike-yugioh.tk
Squall alias Leon
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Posted: 26th Aug 2003 15:53
...good point.

you would set level 1 as something like....

LVL: 1
strength as 10
defence as 5
agility etc..

and set it so that each time you level up, each stat increases by 1, 2 or 3 or hatever, that way you don't have to increase the stats yourself, mebbe? Not sure...just an idea
Damokles
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Posted: 27th Aug 2003 00:07
You can also try my method :
Buying stats-points with experience points.
Example : If you have 200 exp., you could buy 1 Attack-point.
In my game, you can't buy any upgrades : it depends on a career
Example : A thief can increase his agility, a boxer can get more Attack-points, etc ...
That's a good way, to avoid having over-powered people. Imagine, as Sumo-fighter, even at a high level, you wouldn't be as fast as a runner

"Begin at the beginning, and go on till you come to the end: then stop." - Lewis Carroll
Squall alias Leon
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Posted: 27th Aug 2003 18:25
but then, choosing each characters starting stats, you'd be able to use the same calculations for all as they all level up.

Well designed characters would have been thought of in terms of, are they fast? if so they start with a Agility of 10, but then character 2 is slow, though powerful so Agility for character 2 will be about 6 though strength 15.

If you think of these all you need is a calculation for each stat when leveling up.

I think this is easier to do, plus the creator realy has to design their character to there abilities well. Thus, in the end, each character is unique and well produced.

I think so anyway
Muyo
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Posted: 1st Sep 2003 10:59
if u go to gamefaqs.com and scrolll in snes area u will find faq on final fantasy 3 complete battle calculation method,from characters,bosses and all monsters,all the stats,level increase,experience,ATB calculation,magic effect probability,critical damage etc

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