To be honest I'm fairly capable at doing most things, I can pixel, program, map, host, basically everything required to make a game... My one and only downfall is working out damage calculations... I've spent my fair share of time attempting it but it seems like it'll work fine but once a new mob is introduced the damage shows issues, for example I use this damage for my "Mana Blast" attack:
usercontrol = round((M.GetStatBonus("Control"))+M.Control.Level,0.1)
targetdurability = round((target.GetStatBonus("Durability"))+target.Durability.Level,0.1)
leveldifference = M.Level.Level - target.Level.Level
totaldamage = round(S.Power+((usercontrol+leveldifference)-(targetdurability*0.25))*0.85,0.1)
r = rand(1,5)
totaldamage = totaldamage+r
I tried to just keep it basic just so it's easier to manage and it worked fine, at level 1 with 250 health, 5 control, 5 durability the attack would do around 17 to 21 damage however I created a turret like AI that fires consecutive mana blasts to test my shield coding and it seems like the control stat has absolutely no influence in this ... I'm confused, originally I set the AIs control to 10 it was doing around 21 to 26 damage I was like okay that's only a slight increase from 5 control, I decided to try setting the AIs control to 100 to test the shields health properties... I still recieve 21 to 26 damage so I increased to 1000 and the same problem... I honestly don't know whats going on but I could use some help, I'm more than happy to start my damage calculations from scratch I would just appreciate if someone could help me understand how to better my damage calcs
I mean, in short... Tinker with the numbers until it's right at a baseline and maximized level/strength. I'm certain that's all most developers do.