Trithilon-V2
New Member
- Reaction score
- 20
As the title suggests.....
I want to have a damage system in my map to be wow-like.
I already have a system that detects Physical and Magical Damage.
Lemme explain :-
There are spell criticals and physical criticals.
There will be skills and abilities that increase/decrease these things.
The following will be the Stats out of 5:-
Here are the factors that i need the formula to use :-
Physical Damage :-
Multiplier will be Based on Strength.
Chance will be based on Agility.
Should have adjustments for Adding Bonus chance or Multiplier without making it imbalanced (Item that gives 10% chance for hit or increases multiplier by 25%)
Should have diminishing returns. (For balancing purposes)
Strength Heroes will get bonus Multiplier as compared to Agi and Int heroes.
Agi heroes will get Bonus chance compared to Str and Int heroes.
Magical Damage :-
Both Multiplier and Chance based on Int
Should be adjustable to Bonus increments from items via triggers
Should have diminishing returns
Int heroes get Bonus Chance as well as Bonus Multiplier compared to Str and Agi Heroes.
So, Now i need a formula for calculating this, so that even if a unit is level 100 and has like 500 attribute points, he wont be impossible to kill and wont have a 500X critical with a 500% chance to hit.
I want to have a damage system in my map to be wow-like.
I already have a system that detects Physical and Magical Damage.
Lemme explain :-
There are spell criticals and physical criticals.
There will be skills and abilities that increase/decrease these things.
The following will be the Stats out of 5:-
JASS:
Physical-Chance/Magical-Chance/Physical-Multiplier/Magical-Multiplier
Strength Hero :- 3/2/5/2
Agility Hero :- 5/3/3/1
Intelligence Hero:- 1/5/1/5
Here are the factors that i need the formula to use :-
Physical Damage :-
Multiplier will be Based on Strength.
Chance will be based on Agility.
Should have adjustments for Adding Bonus chance or Multiplier without making it imbalanced (Item that gives 10% chance for hit or increases multiplier by 25%)
Should have diminishing returns. (For balancing purposes)
Strength Heroes will get bonus Multiplier as compared to Agi and Int heroes.
Agi heroes will get Bonus chance compared to Str and Int heroes.
Magical Damage :-
Both Multiplier and Chance based on Int
Should be adjustable to Bonus increments from items via triggers
Should have diminishing returns
Int heroes get Bonus Chance as well as Bonus Multiplier compared to Str and Agi Heroes.
So, Now i need a formula for calculating this, so that even if a unit is level 100 and has like 500 attribute points, he wont be impossible to kill and wont have a 500X critical with a 500% chance to hit.