How do characteristics work? If I have 10 attacks and 20 defenses, it still produces a 10 attack. Why does the defense not reduce the attack?
Have another player 30 protection, and I have 10 attacks, he would still beats 10 and not reduces damage on character have which 30 protection and I have 10 attacks.
Or does the defense only work on critical damage?
Can someone send a form of defense and attack? Thank you in advance.
Look at the math (simplified, you may understand it this way):
Damage = Attack * (100 / (100 + Defense)
So lets say damage is 10 and Defence is 10
Damage = 9
If Defence is 0 Damage is 10.
If we then factor in random numbers and other chance based stats the damage can easily be 10+.
Lets say the target has 200 Defence
Damage: 3
At low numbers of attack defence doesn't do much since its all ratios. Lets make the numbers bigger.
Attack = 100
Defence = 200
So plug the numbers into the formula using a magic thing called a calculator and we get 30 damage.
This formula does work.
There are 3 damage types as you can clearly see:
Physical Damage:
Damages is calculated from the strength stat of the attacker
Resistance is calculated from the defence stat of the target (This decreases the damage dealt to the target)
Magic Damage:
Damage is calculated from the Ability Power stat of the attacker (Or magic stat whatever you call it)
Resistance is calculated from the Magic Resist stat of the target (This decreases the damage dealt to the target)
True Damage:
Damage is calculated from either the Strength stat of the attacker
There is no resistance calculated for True Damage
In the Item, class and spell editors you can specify the damage type and even what stat to scale the damage with so you can have some variability there.
The random function results in selecting a random number between .975 * the damage and * 1.025 the damage. This results in each attack dealing slightly different damage to not have the same damage each attack.
ScalingStat:
is defined in the Item editor, Class Editor or Spell Editor when using a spell, item or fighting barehanded. It can be whatever stat you want.
ScaleFactor is a percentage. You want your spell to do 30% of your magic
it's a percentage. You want your spell to do 30% of your magic
BaseDamage:
is a static amount of damage. Say you want your spell to always do 20 damage plus ability scaling.
CritMultiplier:
is a value that multiplies damage if you get a critical hit. For example x2 damage.
V_Defense:
is the targets defence stat.
I assume V stands for victim.
The formula doesn't work, Attack - 7, Defense 14. Total damage 7...
Works if Attacks 7 and Armour on 114, reduces damage on 3 units. You can close the formula incorrectly
If the player will play the game, and pump Defense, he will always be in a big minus, as Defense will not benefit him depending on the characteristics of Attack. The conclusion is to pump Defense does not make sense.
Question
Lalak
How do characteristics work? If I have 10 attacks and 20 defenses, it still produces a 10 attack. Why does the defense not reduce the attack?
Have another player 30 protection, and I have 10 attacks, he would still beats 10 and not reduces damage on character have which 30 protection and I have 10 attacks.
Or does the defense only work on critical damage?
Can someone send a form of defense and attack? Thank you in advance.
Look at the math (simplified, you may understand it this way):
Damage = Attack * (100 / (100 + Defense)
So lets say damage is 10 and Defence is 10
Damage = 9
If Defence is 0 Damage is 10.
If we then factor in random numbers and other chance based stats the damage can easily be 10+.
Lets say the target has 200 Defence
Damage: 3
At low numbers of attack defence doesn't do much since its all ratios. Lets make the numbers bigger.
Attack = 100
Defence = 200
So plug the numbers into the formula using a magic thing called a calculator and we get 30 damage.
This formula does work.
There are 3 damage types as you can clearly see:
Physical Damage:
Damages is calculated from the strength stat of the attacker
Resistance is calculated from the defence stat of the target (This decreases the damage dealt to the target)
Magic Damage:
Damage is calculated from the Ability Power stat of the attacker (Or magic stat whatever you call it)
Resistance is calculated from the Magic Resist stat of the target (This decreases the damage dealt to the target)
True Damage:
Damage is calculated from either the Strength stat of the attacker
There is no resistance calculated for True Damage
In the Item, class and spell editors you can specify the damage type and even what stat to scale the damage with so you can have some variability there.
The random function results in selecting a random number between .975 * the damage and * 1.025 the damage. This results in each attack dealing slightly different damage to not have the same damage each attack.
ScalingStat:
is defined in the Item editor, Class Editor or Spell Editor when using a spell, item or fighting barehanded. It can be whatever stat you want.
ScaleFactor is a percentage. You want your spell to do 30% of your magic
it's a percentage. You want your spell to do 30% of your magic
BaseDamage:
is a static amount of damage. Say you want your spell to always do 20 damage plus ability scaling.
CritMultiplier:
is a value that multiplies damage if you get a critical hit. For example x2 damage.
V_Defense:
is the targets defence stat.
I assume V stands for victim.
The formula doesn't work, Attack - 7, Defense 14. Total damage 7...
Works if Attacks 7 and Armour on 114, reduces damage on 3 units. You can close the formula incorrectly
If the player will play the game, and pump Defense, he will always be in a big minus, as Defense will not benefit him depending on the characteristics of Attack. The conclusion is to pump Defense does not make sense.
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