Fightingsystem ideas.
Working at the moment on a webbased RPG-game. I need some ideas for a fightingsystem. Each characters has a certain amount of strength and agility. I want some connection between the agility and strength. The system now is quite unbalanced and everything is quite overpower so I want to nerf it. Any ideas how I can do so I get some connection between agility and strength in fighting?
I think you need to tell us first what Strength and Agility does in you RPG game. It is not so self-explaining as might think it is.
Without this information is unlikely we could help out by showing so balancing techniques.
Regards,
Xeile
Without this information is unlikely we could help out by showing so balancing techniques.
Regards,
Xeile
Quote:
Original post by Ekensten
The system now is quite unbalanced and everything is quite overpower so I want to nerf it.
This is impossible, if the game is unbalanced something is overpowered and something else is too weak; but you don't tell what is unbalanced, and as Xeile already observed, we don't know the rules and features of your RPG.
If you want suggestions, you should explain to us (and, more importantly, to yourself) the specific problems of your game.
Omae Wa Mou Shindeiru
Strength will do how much you hit the enemies for. Agility will make you hit better and get higher chance for criticalhit.
Atm I have a random number between 1 and strength. But the agility is not included .
Atm I have a random number between 1 and strength. But the agility is not included .
Quote:
Original post by BCullis
The concept of a critical hit is, at it's essence, the "lucky shot." Here's a possible way to work the agility into the game:
First off, there should be some base attributes that determine chance to hit (or more user-friendly: chance to miss) and chance for a critical hit. As this is the hypothetical version, I'll say that critical hit = 3x STR value.
So, when you call the attack() function, three things should happen.
1. Game calculates, based on AGI, whether or not you hit the monster.
1a: easy enough, you have a set chance to miss (20%) so you have an if() scenario where you roll a random number 1-100 and anything below 20 misses. No damage, end attack.
2. Game checks to see if your hit was a critical hit.
2a. Similar to the hit chance, there should be a crit chance, but even smaller than the "miss" window. So let's say the initial chance to crit was 3%. Roll random number 1-100, if it's 3 or less you score a critical hit.
3. Game determines how much damage you do.
3a. Check: crit = yes? damage = 3xSTR. crit = no? damage = random 1-STR
Now you'll need two variables that AGI modifies, for this example they would be the top threshold for missing (more AGI lowers the top threshold so that there are less random numbers that result in a miss) and the top threshold for crits (more AGI increases the threshold so there are more random numbers that result in a crit) These can, of course, be tweaked to balance the game, I'm just working in nice, round numbers for conceptual clarity. It'd probably make more sense to bump the crit chance by a fraction, so that 5 more agility = 1 more crit %, things like that.
And if I was totally unreadable and rambly, I apologize, the coffee is still trying to work.
Really nice, will start working on it immediatly and try to balance it the best way I can :D
The concept of a critical hit is, at it's essence, the "lucky shot." Here's a possible way to work the agility into the game:
First off, there should be some base attributes that determine chance to hit (or more user-friendly: chance to miss) and chance for a critical hit. As this is the hypothetical version, I'll say that critical hit = 3x STR value.
So, when you call the attack() function, three things should happen.
1. Game calculates, based on AGI, whether or not you hit the monster.
1a: easy enough, you have a set chance to miss (20%) so you have an if() scenario where you roll a random number 1-100 and anything below 20 misses. No damage, end attack.
2. Game checks to see if your hit was a critical hit.
2a. Similar to the hit chance, there should be a crit chance, but even smaller than the "miss" window. So let's say the initial chance to crit was 3%. Roll random number 1-100, if it's 3 or less you score a critical hit.
3. Game determines how much damage you do.
3a. Check: crit = yes? damage = 3xSTR. crit = no? damage = random 1-STR
Now you'll need two variables that AGI modifies, for this example they would be the top threshold for missing (more AGI lowers the top threshold so that there are less random numbers that result in a miss) and the top threshold for crits (more AGI increases the threshold so there are more random numbers that result in a crit) These can, of course, be tweaked to balance the game, I'm just working in nice, round numbers for conceptual clarity. It'd probably make more sense to bump the crit chance by a fraction, so that 5 more agility = 1 more crit %, things like that.
And if I was totally unreadable and rambly, I apologize, the coffee is still trying to work.
First off, there should be some base attributes that determine chance to hit (or more user-friendly: chance to miss) and chance for a critical hit. As this is the hypothetical version, I'll say that critical hit = 3x STR value.
So, when you call the attack() function, three things should happen.
1. Game calculates, based on AGI, whether or not you hit the monster.
1a: easy enough, you have a set chance to miss (20%) so you have an if() scenario where you roll a random number 1-100 and anything below 20 misses. No damage, end attack.
2. Game checks to see if your hit was a critical hit.
2a. Similar to the hit chance, there should be a crit chance, but even smaller than the "miss" window. So let's say the initial chance to crit was 3%. Roll random number 1-100, if it's 3 or less you score a critical hit.
3. Game determines how much damage you do.
3a. Check: crit = yes? damage = 3xSTR. crit = no? damage = random 1-STR
Now you'll need two variables that AGI modifies, for this example they would be the top threshold for missing (more AGI lowers the top threshold so that there are less random numbers that result in a miss) and the top threshold for crits (more AGI increases the threshold so there are more random numbers that result in a crit) These can, of course, be tweaked to balance the game, I'm just working in nice, round numbers for conceptual clarity. It'd probably make more sense to bump the crit chance by a fraction, so that 5 more agility = 1 more crit %, things like that.
And if I was totally unreadable and rambly, I apologize, the coffee is still trying to work.
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Well, with the info you've supplied this is what I would do.
Strength=damage (Oh..does more Strength do more damage?)
Agility=critical hit
If stats were say
STR:6
AGI:9
On a 1-10 max level
Higher AGI means a greater chance of a critical from a roll.
I generally use highest number for that.
Roll a 20 on a 20 sided get a 50% chance for a critical.
Agility=9 could mean roll and get numbers 17-20 for a 50% chance.
Critical Damage=STR:6 x 2
Hmm...High STR could also add pluses to Critical Damage per level.
Also do other stats effect these...
Strength=damage (Oh..does more Strength do more damage?)
Agility=critical hit
If stats were say
STR:6
AGI:9
On a 1-10 max level
Higher AGI means a greater chance of a critical from a roll.
I generally use highest number for that.
Roll a 20 on a 20 sided get a 50% chance for a critical.
Agility=9 could mean roll and get numbers 17-20 for a 50% chance.
Critical Damage=STR:6 x 2
Hmm...High STR could also add pluses to Critical Damage per level.
Also do other stats effect these...
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