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Mechanics
May Pongpitpitak edited this page Jun 5, 2017
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3 revisions
CHAR_EXP = LVL ^ (PI())
RANK_EXP = LVL ^ (1.5 * PI())
| Character EXP | Rank EXP
Level | Total | Diff | Total | Diff
------------------------------------------
0 | 0 | 0 | 0 | 0
1 | 1 | 1 | 1 | 1
2 | 9 | 8 | 26 | 25
3 | 32 | 23 | 177 | 151
4 | 78 | 46 | 687 | 510
5 | 157 | 79 | 1967 | 1280
6 | 278 | 121 | 4645 | 2678
7 | 452 | 173 | 9604 | 4959
8 | 687 | 235 | 18018 | 8415
9 | 995 | 308 | 31388 | 13370
10 | 1385 | 390 | 51569 | 20181
11 | 1869 | 484 | 80807 | 29238
12 | 2457 | 588 | 121765 | 40958
13 | 3159 | 702 | 177556 | 55791
14 | 3987 | 828 | 251768 | 74213
15 | 4952 | 965 | 348497 | 96729
16 | 6065 | 1113 | 472369 | 123872
17 | 7338 | 1273 | 628570 | 156201
18 | 8781 | 1443 | 822872 | 194302
19 | 10407 | 1626 | 1061657 | 238785
20 | 12227 | 1820 | 1351946 | 290289
. | . | .
------------------------------------------
TOTAL:| 65316 | 5435890
------------------------------------------
The calculation of the damage should be close to exponential but disallow small incremental changes from a single source to make a large impact to the overall changes.
To accomplish that, we multiply the effective attribute value of the character to its equipments.
(ATTACKER_ATK * ATTACKER_EQUIPMENT_ATK)
------------------------------------- * (SUM_OF_MODIFIERS)
(DEFENDER_DEF * DEFENDER_EQUIPMENT_DEF)
Instead of taking the square value of the sum of attack, this ensures that the character's damage doesn't also grow exponentially from just a small change either from the equipment or the character's own attributes.
EX: character's attack: 100, equipment's attack: 50
# taking the sum
(100 + 50)^2 = 22,500
(100 + 51)^2 = 22,801 (301 higher, or 1.3%)
(105 + 50)^2 = 24,025 (1,525 higher, or 6.7%)
(120 + 50)^2 = 28,900 (6,400 higher, or 28.4%)
# multiplying each other
(100 * 50) = 5,000
(100 * 51) = 5,100 (100 higher, or 2%)
(105 * 50) = 5,250 (250 higher, or 5%)
(120 * 50) = 6,000 (1,000 higher, or 20%)
The example should look the same for the defence value as well.