2011-10-11, 03:22 PM
Viaje Wrote:That last sentence is nonsensical. Not changing anything always requires less work than changing something.
And, no, making a damage formula isn't as simple as going "HERPDERP THIS NUMBER TIMES THIS NUMBER!"
Well, you can do that, but your game will probably suck.
What I meant was that it could possibly reduce the number of lines in the code. And I'm not quite sure why a damage formula couldn't be something simple. :f6:
The formula we currently have for Power Guard is almost the same really:
Damage Recieved = (Floor)[Monster Damage * 0.50]
Damage Reflected = (Floor)[Damage Recieved * 2.00]
Actually, the damage reflected doesn't even need a formula in Power Guard's case. Here, let me do that again:
Damage Recieved = (Floor)[Monster Damage * 0.50]
Damage Reflected = [Monster Damage]
It really isn't that difficult to make a damage formula, the only part that could be considered difficult is calling the code so that the monster's health will be effected accordingly. Though, in all honesty I find that part relatively easy as well.
I suppose making a formula that would be considered balanced would take some actual thought, but really, how imbalanced would it be to deal 7-10k extra damage when a monster touches the player? Though, you never mentioned balance, so this last bit here wasn't really necessary.

