ID:151905
 
So in making my game I realized that one of the most overlooked aspects of a lot of the games on byond is a balanced attack system that has both defense and strength involved. In my game stats are divided into four categories:Power(attack strength), Toughness(defense), Spirit(ability to perform moves), Control(accuracy performing moves). Now im just as good as math as the next guy (have a math minor and engineering degree). But I still find it difficult to find a good system to balance out attacks. Make it so all attacks have a base power and get stronger as the player gets stronger and have players toughness balanced to where they decrease but not eliminate attacks.

So Ill ask...What are some ideas for making a balanced attack system (include equations used would be nice).
There's a lot of things you have to factor in before making the equation. Things such as, "How much of the defense do you want to offset the attack?", or "If defense doesn't play that big of a role, do you want to offset that with absurd enemy health values?", or "How fast is this game projected to be?" etc. etc.

The damage formula can really decide what your game is going to be like. It can be as slow as ROSE Online, where monsters have high HP, but they offset this giving high EXP values; or it can be as fast as MapleStory, where you basically 1-hit everything that doesn't have HP higher than the damage cap, but they offset this with extremely grindy EXP values.
In response to Mega fart cannon
well im looking for something inbetween where it takes several hits around 5-10 for something of the same level as you.
You could cap the toughness(And maybe other stats) at 100, and then when you attack the forumla for how much damage taken away is: DMG/((toughness/2)+(ArmorRating/5))*0.85

//Toughness maxes out at 100, and the average of all armor rating(helmet, torso, legs, gauntlets, shield) maxing at 50 each, so ArmorRating maxes out at 250 then *0.85 of the whole total amount so it doesn't negate all damage.

Ex: DMG=100 Toughness=100 ArmorRating=250
100/(50+50)*0.85

100/85 is the final result, so you'll negate 85% of the attack.