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Damage calculator.

 
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Cryoma
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PostPosted: Sun Sep 06, 2009 12:33 pm    Post subject: Damage calculator. Reply with quote

It's a pretty fun equation, you can edit the hero's level then roll the dice.
It's a 6 sided irrational die, meaning it can land anywhere between 1 and 6, with infinite possibilities.
(2.66862, 4.523633, etc.)



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hcavolsdsadgadsg
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PostPosted: Sun Sep 06, 2009 8:45 pm    Post subject: Reply with quote

apparently 1000x4.70 x butt is not a number... news to me.
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Cryoma
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PostPosted: Mon Sep 07, 2009 2:40 pm    Post subject: Reply with quote

NaN can be considered a backfire.
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False Prophet
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PostPosted: Thu Oct 15, 2009 2:39 am    Post subject: Reply with quote

Easier approach would be something like:

Code:
cLvl = 10; // Character level
cStr = 5; // Characters Strength
Dice = 5+(Random(5*5)); // Some random dice calculation I made
cDmg = cLvl*(Dice/cStr); // Even more random damage calculation I made

But that's kind of simple Wink. And will probably make no sense after I have had some rest.
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Cryoma
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PostPosted: Thu Oct 15, 2009 10:47 am    Post subject: Reply with quote

Oggy wrote:
Easier approach would be something like:

Code:
cLvl = 10; // Character level
cStr = 5; // Characters Strength
Dice = 5+(Random(5*5)); // Some random dice calculation I made
cDmg = cLvl*(Dice/cStr); // Even more random damage calculation I made

But that's kind of simple Wink. And will probably make no sense after I have had some rest.

But that will give you the same damage every time, it's not random at all.
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PostPosted: Thu Oct 15, 2009 12:41 pm    Post subject: Reply with quote

Thees a bit more to it.
Strength, armor, resistance, power of impact, defence, weapon, limbs..
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Cryoma
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PostPosted: Thu Oct 15, 2009 2:43 pm    Post subject: Reply with quote

Nintendo 64 wrote:
Thees a bit more to it.
Strength, armor, resistance, power of impact, defence, weapon, limbs..

Those are all just -'s.
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False Prophet
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PostPosted: Thu Oct 15, 2009 6:07 pm    Post subject: Reply with quote

Cryoma wrote:
Oggy wrote:
Easier approach would be something like:

Code:
cLvl = 10; // Character level
cStr = 5; // Characters Strength
Dice = 5+(Random(5*5)); // Some random dice calculation I made
cDmg = cLvl*(Dice/cStr); // Even more random damage calculation I made

But that's kind of simple Wink. And will probably make no sense after I have had some rest.

But that will give you the same damage every time, it's not random at all.


Whoops, I see the mistake. I had my sleep now though. Smile

Code:
// Better code, with critical amounts or min/max, whichever you want to call it.
// cStr and cLvl can be changed to whichever you like.
cLvl = 5; // Character level, critical strike value. Also slightly increases damage
cStr = 12; // Characters Strength, main source of damage
eAC = 5; // Enemy Armour Class
Dice = (Random(5)*eAC); // Dice calculation which takes enemy AC into the calculation(eAC)
cDmg = (cLvl*cStr)/(Dice+(cLvl+1)); // Damage calculation I made, turns the characters level into a critical strike chance or min/max value, whichever you prefer.


This should be much more consistent. Let me know what you think =)

If it's still not what you like, just change cStr and eAC to a float.


Last edited by False Prophet on Thu Oct 15, 2009 7:09 pm; edited 1 time in total
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Cryoma
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PostPosted: Thu Oct 15, 2009 7:07 pm    Post subject: Reply with quote

Slight problem in your calculation, eAC should reduce the amount of damage, not multiply it.
Code:
cLvl = 5; damage
cStr = 12;
eAC = 5;
Dice = (Random(5)); //Typo was there
cDmg = (cLvl*cStr)/(Dice+(cLvl+1))-eAC;

That seems right.
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False Prophet
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PostPosted: Thu Oct 15, 2009 7:10 pm    Post subject: Reply with quote

Cryoma wrote:
Slight problem in your calculation, eAC should reduce the amount of damage, not multiply it.
Code:
cLvl = 5; damage
cStr = 12;
eAC = 5;
Dice = (Random(5)); //Typo was there
cDmg = (cLvl*cStr)/(Dice+(cLvl+1))-eAC;

That seems right.


It actually doesn't multiply the damage. Check by changing eAC to 20, or more and leave cStr and cLvl the same. You should constantly get 0, and rarely 1 with the exception of a critical.
It basically does this: AC time 1-5. Then I need to Divide that by the Characters level times his strength. This will also prevent the damage from being a negative number.

I know this isn't a normal dungeons and dragons dice, since the more sides the lower the damage can be.
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