ID:266050
 
Okay so I am currently creating a combat system, the system is pretty much done. Problem is I cant seem to grasp a good enough formula to make the damage at end game not be to overpowered while not being weak.

My current formula is
damage=round(src.Str*1.7-M.Def)//For critical hits
damage=round(src.Str*1.3-M.Def)//For normal hits


After some tests I have came to notice that end game possible fighting stats could produce some uncanny results in battle.
I may be over thinking, but I would prefer the battle not to be over in under 5 punches and obviously make you feel like you should use your skills as part of your arsenal not just melee.

The max level will be 150 and with my math that produces an available 1028 stat-ups gained at end game.
Also the minimum health at that stage without any interference from perks or the vitality stat would equal 3000.

Some examples of end game stats for instance would be :

The attacker having 600 Strength
The defender having 400 Defence

The result being 600*1.7 which is 1020 and then subtracting 400.

So 1020-400 = 620 meaning the defender could be killed in 5 hits or less depending if both are at end game.

I am aiming to have a formula for basic melee attacks to be effective from level 1 through to level 150 without there being to much of a margin of health loss for those who have trained defence.

Any help or ideas on this would be greatly appreciated , I have ranted on long enough.


I think it doesn't make sense if you get hit with nuclear bomb and take 0 damage because your defense was high or something. Have you considered using ratio?
damage = (src.Str / M.Def) * src.Str * 0.5
damage = min(damage, src.Str)


Your original formula: http://www.wolframalpha.com/ input/?i=plot+x*1.7-y%3D0+x%3D1..1000+y%3D1..1000 (anything above the line is <= 0 damage)

Ratio: http://www.wolframalpha.com/ input/?i=plot+z%3Dmin%28x%2Fy*x*0.5%2C+x%29+x%3D1..1000+y%3D 1..1000 (below the line/break you'll do max damage which equals your Strength, anything above will scale down the damage.
In response to Zaoshi
This is perfect for what I am looking for thanks for the help.