There's a lack of "luck" and "evasiveness" there, although they could coexist within already stablished stats up there.
However it's good to know how RPGs usually calculate damage value and probability. I'll make a visual scheme of how it's done in most games, with made up values.
However it's good to know how RPGs usually calculate damage value and probability. I'll make a visual scheme of how it's done in most games, with made up values.
This step is calculated first, if Doubling is a mechanic.
Some games add a Doubling probability - that is, the possibility of attacking two times, as a combo - which is related to Speed and Weapon Value. Faster characters can deal two attacks to compensate their usual lack of strength:
<Doubling>
<Attacker Speed> - <Weapon Value>=<Target Speed> * 2
If Attacker Speed minus Weapon Value is greater than Target's doubled Speed, then the Attacker will always deal a Double hit. But if it's equal or lower, it'll be just a single hit.
Some games add a Doubling probability - that is, the possibility of attacking two times, as a combo - which is related to Speed and Weapon Value. Faster characters can deal two attacks to compensate their usual lack of strength:
<Doubling>
<Attacker Speed> - <Weapon Value>=<Target Speed> * 2
If Attacker Speed minus Weapon Value is greater than Target's doubled Speed, then the Attacker will always deal a Double hit. But if it's equal or lower, it'll be just a single hit.
The first step when calculating a clean hit is running a random number from 0.000 to 1.000 (decimals included) and checking the value. Think of it as rolling a die in a tabletop RPG. Usually you have 100% of landing a hit, but stats like blindness or heavier weapons will deduce from that percentage. You could say, in simple terms, that:
<Accuracy>=(500 - <Status Ailment> - <Weapon Value>) / 500
If the random generated number is higher than the Accuracy value then it's a miss (false) and all next steps are disregarded (if your character can do Doubling, go to Step 2 again). If it's within the Accuracy value, it's hit (true). Go to the next step.
<Accuracy>=(500 - <Status Ailment> - <Weapon Value>) / 500
If the random generated number is higher than the Accuracy value then it's a miss (false) and all next steps are disregarded (if your character can do Doubling, go to Step 2 again). If it's within the Accuracy value, it's hit (true). Go to the next step.
This step is only calculated when Step 2 is true.
Evasion deals with the probability of enemies (or the player) to dodge an incoming attack. This takes values from the attacker's Speed and the target's Speed:
<Evasion>=2 * <Target Speed> - <Attacker Speed> / 500
If the number rolled is within the Evasion rate, then it's a dodge and the attack will not connect, and all next steps are disregarded (if your character can do Doubling, go to Step 2 again). If the number is outside the Evasion rate, then the Evasion missed and the hit is possible. Go to the next step.
Evasion deals with the probability of enemies (or the player) to dodge an incoming attack. This takes values from the attacker's Speed and the target's Speed:
<Evasion>=2 * <Target Speed> - <Attacker Speed> / 500
If the number rolled is within the Evasion rate, then it's a dodge and the attack will not connect, and all next steps are disregarded (if your character can do Doubling, go to Step 2 again). If the number is outside the Evasion rate, then the Evasion missed and the hit is possible. Go to the next step.
This step is only calculated when Step 3 is true.
Every character has a chance of getting Critical Hits. It's a stronger attack that can have multiple uses, and is defined by Luck:
<Critical> = (1 + (<Luck> / 50))/20
If the random number is within the Critical value, then the Attack calculation is overridden by this one:
<Critical Attack> = (3 + <Weapon Value>) * <Attacker Offense>
If the random number is outside the Critical value, then disregard this step and go to the next step.
Every character has a chance of getting Critical Hits. It's a stronger attack that can have multiple uses, and is defined by Luck:
<Critical> = (1 + (<Luck> / 50))/20
If the random number is within the Critical value, then the Attack calculation is overridden by this one:
<Critical Attack> = (3 + <Weapon Value>) * <Attacker Offense>
If the random number is outside the Critical value, then disregard this step and go to the next step.
This step is only calculated when Step 3 is true.
After all those steps, the attack calculation goes as follows:
<Attack> = <Attacker Offense> + <Attacker's Weapon Value> - <Target Defense>
If the Doubling is true, go back to Step 2 to recalculate for the second hit.
After all those steps, the attack calculation goes as follows:
<Attack> = <Attacker Offense> + <Attacker's Weapon Value> - <Target Defense>
If the Doubling is true, go back to Step 2 to recalculate for the second hit.
【Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio】
If you like my C+C, please rate me up. It helps me know I'm helping!
If you like my C+C, please rate me up. It helps me know I'm helping!