| Username | mrdek11 |
| Real Name | |
| Rank | Apprentice Member |
| Joined | May 16, 2007 |
| Gender | Male |
| Age | (hidden) |
| Location | Kaysville, UT, United States |
| Last Visit | May 10, 2008 |
| Post Count | 3 |
| Biography | |
| Quote |
Well I just thought something up, can anybody see any problems with this? Would this work on a normal basis?
my_hit=(((mystr+hishp)*hislvl)/mylvl)/2
his_hit=((hislvl*(hishp-mylvl))/mydef)/2
if(his_hit <= 0){
hit = my_hit; // I would hit him my initial hit
}else if(my_hit <= 0){
hit = his_hit; // He would hit me his initial hit
}else if(my_hit > his_hit){
hit = (my_hit-his_hit)*2; // Meaning I would hit him the difference between our hits.
}else if(my_hit < his_hit){
hit = (his_hit-my_hit)*2; // Meaning he would hit me the difference between our hits.
}
Let me use that in a few examples....
My level: 30
My str: 15
My Def: 13
My HP: 50
His Level: 25
His HP: 43
my_hit=(((15+43)*25)/50)/2 // Calculates to 14.5 rounded to 15
his_hit=((25*(43-30))/13)/2 // Calculates to 12.5 rounded to 13
15-13=2*2=4 // I would hit him for 4.
Let's try another set.
My Lvl: 50
My str: 45
My Def: 34
My HP: 44
His Lvl: 25
His HP: 43
my_hit=(((45+43)*25)/50)/2 //Calculates to be 22his_hit=((25*(43-50))/34)/2 //Calculates to be -2
Since His hit is negative it would be ignored, I would hit him for 22.
My Lvl: 66, my str: 53, my def: 54, my HP: 59
His Lvl: 84, his HP: 81
my_hit=(((53+81)*84)/66)/2 //Calculates to 85
his_hit=((84*(81-66))/54)/2 // Calculates to 11.
Dang, this means if he were stronger, I would still be hitting him way more than he hits me. I hit stronger depending on his level.
Hmm If I change the formula to....
my_hit=((mystr*mylvl)/hislvl)/2
his_hit=((hislvl*hishp)/mydef)/2
my_hit=((53*66)/84)/2 // I would hit him for 20
his_hit = ((84*81)/54)/2 // He would hit me for 63
63-20=43 So he would finally hit me for 43 hit points. This seems around right to me.
Let's try another with this formula.
My Lvl: 50 My str: 45 My Def: 34 My HP: 44
His Lvl: 25 His HP: 43
my_hit=((45*50)/25)/2 // I hit him for 45
his_hit=((25*43)/34)/2 // He hits me for 15
45-15=30 I hit him for 30.
Lets try roughly equal stats.
My Lvl: 50 My str: 50 My Def: 50 My HP: 44
His Lvl: 50 His HP: 44
my_hit=((44*50)/50)/2 //I hit him for 22
his_hit=((50*44)/34)/2 // He hits me for 32
Hmm Something isn't right here?
Can anybody help this cause?
The problem is clearly the way I am differing the formulas, but I'm too tired to think better right now. Hopefully somebody can shed some light on this project!
I am working on a browser based role-playing game.
I just started work on it tonight, so right now, the combat system is a matter of chance with VERY slight use of your level. It's win or lose based on chance.
Later tonight, however, I will be adding an inventory and equipment system. I plan to add HP, STR and Def bonuses. STR and DEF would both be levels you could train, plus wearing the right equipment would boost them.
I need a combat formula that can somehow factor in all my skills and my level, vs the npc's, and decide how much hp I hit and how much they hit.
Can anybody help me with this, or at least get me started? I'm no good at logistical math.
Here's the game, if you need a little reference. Keep in mind I just started it a few hours ago, so it's not that great yet. www.kolwebs.org/darkrealm
Do you think that Cryptic Studios is the 'bay area developer' that holds the rights to make the Star Trek MMO?