Jump to content
  • 0

İtem damage Problem


Fondep

Question

3 answers to this question

Recommended Posts

  • 0
On 1/25/2025 at 5:37 PM, Fondep said:

When the player equips the items I added to my game, the physical attack changes, but the hit power of magic attacks does not change.

 

It all depends on how you have set up your items, and your formulas.json (server side).

 

https://docs.freemmorpgmaker.com/en-US/design/items/#additional-weapon-options

 

You can do damage scaling based on physical, magical and true damage and is all configured in the formulas.json:

 

{
  "ExpFormula": {
    "Source": "BaseExp * Power(Gain, Level)"
  },
  "MagicDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_MagicResist))",
  "PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense))",
  "TrueDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025)"
}

 

Link to comment
Share on other sites

  • 0
On 28.01.2025 at 14:00, Ainz Ooal Gown said:

 

Hepsi öğelerinizi ve formulas.json dosyanızı (sunucu tarafı) nasıl ayarladığınıza bağlıdır.

 

https://docs.freemmorpgmaker.com/en-US/design/items/#additional-weapon-options

 

Fiziksel, büyülü ve gerçek hasara göre hasar ölçeklendirmesi yapabilirsiniz ve hepsi formulas.json dosyasında yapılandırılır:

 

{
  "ExpFormula": {
    "Source": "BaseExp * Power(Gain, Level)"
  },
  "MagicDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_MagicResist))",
  "PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense))",
  "TrueDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025)"
}

 

Hello, thank you for your response. However, I am already setting the values of the items in the editor. The issue is that in version 7, when I equipped the weapon, the spell damage would change. In the current version, the physical damage changes when attacking a mob, but when I use a spell ability, it deals damage based on the DPS setting of the spell ability in the editor, regardless of the weapon.

Link to comment
Share on other sites

  • 0
On 1/31/2025 at 9:03 PM, Fondep said:

Hello, thank you for your response. However, I am already setting the values of the items in the editor. The issue is that in version 7, when I equipped the weapon, the spell damage would change. In the current version, the physical damage changes when attacking a mob, but when I use a spell ability, it deals damage based on the DPS setting of the spell ability in the editor, regardless of the weapon.

Hi sorry I am not 100% on what you are trying to do here. Spell damage are changing when equipping a weapon? Does the weapon increase the player stats? Such as stat the spell is scaling from or using? What are you trying to do overall/make?

 

Weapons can do damage based on scaling or by direct values (or both), this is then applied to the formula logic.

 

When you apply a weapon to scale it scales based on the stat you selected, so:

If you have 100% scaling of "Attack" based on how you have the formulas setup, it will calculate the damage.

If you have 0% scaling it wont use any stats to add to the calculation.

 

"PhysicalDamage": "Random(((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975, ((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense))",

 

What this is doing above is randomising the physical damage between:

BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * .975

and

((BaseDamage + (ScalingStat * ScaleFactor))) * CritMultiplier * 1.025) * (100 / (100 + V_Defense)

 

Base Damage: Setting this will give the weapon a raw base damage value.

Crit Chance (%): Setting this will increase the crit chance percentage.

Crit Multiplier (Default 1.5x): Setting this will increase the crit damage based on a multiplier of the base damage.

Damage Type: Setting this will allow you to select whether the damage is Physical, Magic or True. True damage negates resistance.

Scaling Stat: Setting this will link the base damage with the characters stat selected here.

Scaling Amount (%): Setting this will scale the scaling stat based on percentage. Example, if the character has 10 Attack and its scaled amount is set at 50%. The base damage will include 5 Attack as base damage before resistances.

 

So lets do an example (I will ignore critMultipler for this):

 

Base Damage = 1

Scaling Stat = Attack

Attack Stat = 5

Scaling Amount = 100%

 

100% of 5 is 5 + 1 base damage = 6

 

If scaling was set to 0% only the base damage of 1 will be applied.

If scaling was set to 100% and the base damage was 0, then the scaling will only be applied doing 5 damage.

 

V_Defense is the defense of the of entity taking damage, which will reduce damage based on formula.

 

I hope this makes sense lol

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...