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Damage calculations

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Rep: +0/-0Level 84
(I am currently using the Algxel supplied forumals to make my own calculator which I am using to create balanced characters vs. enemies, also to determine balancing of skills.  When I finish I will supply a dl.)

I'm looking for non-skill damage calculations and evasion chance calculations

I used to have this info but since reformatting, I now cannot find the previous sites I used or even the help file!

Only thing I could find on this site was
http://rmrk.net/index.php/topic,29664.0.html

but its not specific and the formula is not accurate nor does it take into account the range of the random variable applied to the damage.


Would be greatly appreciated if anyone could help!

[edit!]  I finally found the original help file, which in my opinion is suprememly better than the new one.  Infinite-thanks to gemin-eye for creating it!

can be dl'd here,
http://www.rpg-palace.com/Utilities/RM2K_Helpfile.zip
I suggest a mod uploads it to this server so people have access (and don't have to hunt it down)

a simple transliteration of the mentioned help

Non-skill attack damage calculation:

DMG, health reduced
ATT, attack value
DEF, defense value
VAR, random variance (0.80 to 1.20)

DMG = ((ATT/2)-(DEF/4))*VAR
CRIT DMG = (((ATT/2)-(DEF/4))*3)*VAR

- remember BEDMAS!

[edit!]

CAN SOMEONE PLEASE GIVE A BETTER TRANSLATION FOR THE CHANCE TO HIT CALCULATIONS!?

from Gemin-eye help file:
"·Hit rate of attack is usually (%) =100-hit rate -(rate (%) of hit of equipment arms of 100-A)×+ (quickness -1 of quickness ÷ A of B)1÷2 "

I can not figure out what this is supposed to really be.  Maybe someone already knows...
« Last Edit: July 21, 2009, 08:43:28 PM by craznut00 »

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I am the wood of my broom
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Go check my sticky http://rmrk.net/index.php/topic,31420.0.html
There's a tool named Algxel or something, that instantly calculates damages/whatever :3

This is frequently used to balance gameplay and stuff ^^


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Rep: +0/-0Level 84
thanks!  I haven't had time to dbl check it the validity but here's Algxel's hit chance forumla simplified

HIT%, end chance to hit target
RATE, hitrate of weapon/skill
AGIa, agility of A
AGIb, agility of B

HIT% = 100-(100-RATE*(1+((AGIb/AGIa)-1)/2))

[Edit!]

I still don't know what the chance to hit w/o a weapon is though
« Last Edit: July 21, 2009, 06:27:05 PM by craznut00 »

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I am the wood of my broom
2010 Project of the YearProject of the Month winner for January 2009Project of the Month winner for January 2010Project of the Month winner for April 2010
Algxel automatically calculates it for you, just set the character stats and it'll say what damage rate, etc. in it.


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Rep: +0/-0Level 84
No, because Algxel onyl assumes that the character is using a weapon.  What is the hit rate % when an weapon is not equipped?

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I am the wood of my broom
2010 Project of the YearProject of the Month winner for January 2009Project of the Month winner for January 2010Project of the Month winner for April 2010
I'm not too sure myself but I'm asking someone.
You can try this one out:

http://www.rpg-palace.com/utilities.php

the very first utility.


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Rep: +0/-0Level 83
Hi there, I'm Chartley, and I made Algxel!

Quote
"No, because Algxel onyl assumes that the character is using a weapon.  What is the hit rate % when an weapon is not equipped?"
Algxel does take into account all the stat changes provided by equipment. However, if you were to leave the "Total Equipment Statistics" section blank, then the spreadsheet wouldn't take the equipment into account.

As for the hit rate thing, I didn't include it because it's a relatively simple equation that I figured no one would use. Correct me if I am wrong though, but I think an unequipped character has a set hit rate, and that would be used in the hit rate algorithm. I believe it's 90, but I may be wrong.

Quote
"but its not specific and the formula is not accurate nor does it take into account the range of the random variable applied to the damage."

Algxel does not take into account the random variable assosciated with damage, which is why it is never perfectly accurate. No generator could possibly be perfectly accurate, but the spread sheet does give the exact middle value. The random variable is basically + or - 10% of this medium value.

Also, be careful with Gemeni's helpfile. I can't remember exactly what was incorrect, but the algorithms arn't entirely right. Whoopa had the correct one's listed on his website, and these are the one's I used in the spread sheet, as far as I remember.

If you have any more problems, feel free to drop me an email at chartley1988@gmail.com :)

Chartley