ID:265980
 
let me edit, sorry posted a second early

Currently the games stats cap at 5000 for Health, Strength, Defense, and Rei (Yes its another anime game, its not ripped? if that makes you guys any happier). I have leveling and everything else set up suck as leveling, how stats are gained and ect but I want a challenge fighting anything. I wont be able to have all 4 stats maxed to give people some diversity between playing styles, but now on to the problem. My "current" damage formula just doesn't suffice, I can "one hit" someone when I have 100 strength, and they have 3000 Defense. If someone can just give me a good idea as to what would be a good formula that accounts for Strength and Defense and allows for weaker players to not run around being overpowered and stronger players to still have a challenge on some high level NPC's.

(Example just to show what I'm talking about?)
Menos
Level 70
Health 2100
Defense 1400
Strength 1400
Rei 2100

Me
Level 123
Health 4800
Defense 4300
Strength 100
Rei 100

Me and this NPC go back and forth between having the ability to one hit each other and that just defeats the purpose of any game.
//M is Menos, src is You
M.health -= round((STR/M.DEF)*10)+STR/10
//this ends up being 10 damage


//M is You, src is Menos
M.health -= round((STR/M.DEF)*10)+STR/10
//now 143 damage
strength - defence
Here's just a rough idea
if (your level is less than mob's level)
mob does damage *1.1 - defense
you do damage *0.9 - defense

if (your level is equal mob's level)
mob does damage - defense
you do damage - defense

if (your level is greater mob's level)
mob does damage *0.9 - defense
you do damage *1.1 - defense

You would have to change it a bit so something like within 5 levels of mob level = normal damage - defense = damage taken/given
If its greater than 5 above the mob you do 1.1 times normal damage (this is meant to speed up battles that are unwanted)
if your lower than 5 below the monster than it does 1.1 times normal damage
if within the 5 levels of the monster (this is a normal battle that is wanted in games) damage is just equal to damage - defense

damage = strength

BTW whats Rei?
I like this one:
var/damage = max(0, rand(-opponent.defense, src.strength))

From [link].
In response to Dorky106
Dorky106 wrote:
BTW whats Rei?

Reiatsu. Its like MP or Chakra or Ki. From Bleach.
In response to Falacy
Thanks for the help everyone, I'm going to try a few of them out, I want a large variation in damage, so Its not the same character always hits 135 on this specific enemy so I'll try to work with what you've all posted and try a combination your ideas.

oh, and I doubt you'll end up ever looking back at this Falacy but if you do, Do you have any ideas? You've got to have some amazing formula up your sleeve or something =]. Thanks for the help again though guys.

Oh, and More suggestions are still welcome people, thanks =]
Sorry if I'm late but I didn't really read any of the replies. I actually just got done with damage calculations for my game and here is the formula I came up with.

5(x*5-y*3)-100=0

x=attack
y=defense

I put in a system where the attacks can level up to 5 levels and defense up to 3.

The first 5 is my hit counter. On equal stats, I wanted 5 hits for one death and I decided to make it on a hundred hp scale which is where you get the -100 to get to 0 which is death.

Doing all of the calculations, I realized that I would have to gain 9 attack and 8 def per every hundred hp.