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Warlock_Vaati
05.11.2007, 13:44
Nun, ich arbeite gerade an der Verbesserung meines SKS und will halt realistischen Schaden da drin haben. Wie stehen also Angriffsstärke und Verteidungskraft in Verbindung? Wie lautet die entsprechende Formel? Kann mir bitte jemand dabei helfen?
Ich würde mich freuen, wenn jemand eine vernünftige Formel hätte (das geht an alle erfahrenen KS-Scripter hier ;) )
Warlock_Vaati
UhuSchuhu
05.11.2007, 14:38
In der dem RPG-Maker beiligenden Hilfe gibt es ein Kapitel mit Namen "Material Data - Combat Calculation", wo das Thema abgehandelt wird. Dabei handelt es sich um die Werte vom Original-KS, die ich aber allesamt recht passend finde.
In der dem RPG-Maker beiligenden Hilfe gibt es ein Kapitel mit Namen "Material Data - Combat Calculation", wo das Thema abgehandelt wird. Dabei handelt es sich um die Werte vom Original-KS, die ich aber allesamt recht passend finde.
Da mich das auch interessieren würde und Vista nicht mit den alten Hilfedateien umgehen kann, wäre es nett, wenn du den Inhalt hier kurz reinkopierst. :)
· The attacking character is 'A' and the attacked character is 'B'. The success or failure of the action decided at the probability is separately decided based on random numbers. The effect amount regulation is separately reflected in damage and the amount of the effect at the attack with an attribute.
Damage of attack normally:
Damage (HP decrease value)(attack power ÷= 2 of A)-(defense power ÷4 of B)
·Actual damage changes at random within the range of 80-120% of the above-mentioned value. ·Three values are multiplied for "Kill without fail" and "Critical Hit".
·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
·When the option of "Ignore Monster Evasion" is given to arms, the basic hit rate becomes a hit rate as it is. ·Hit rate change value (%) is multiplied by present "Condition".
·When B is equipped with the protector of "Rise Avoid of Physical Attack", 25% is subtracted from the hit rate. The hit rate is unconditionally assumed to be 100% when under the "Condition" that B cannot act.
·Amount of effect of special skill:
Amount of basic effect (attack power × mind implication level ÷+ 20 of A) effect amount = +(soul power × soul implication level ÷40 of A)
·It changes within the range of 5% of ± for each numeric, decentralized level 1(maximum +50--50%).
·When a special skill of the attack and setting [ the defense ignore ] is invalid, the following values are pulled from the amount of the effect. (defense power × shock implication level ÷40 of B)-(soul power × soul implication level ÷80 of B)
·The value of the amount of the effect is treated as it is as recovery rate (%) of HP for a special skill by which only the condition that it is not possible to combat is recovered (HP is not recovered)(all recoveries when the value is 100 or more).
Success rate of special skill Success rate basis (%) = success rate
·As for a special skill with two or more effects, the success rate of each effect is calculated and the success or failure is judged.
·The abnormal generation rate based on the effective condition degree of the character is crossed for a special skill by which the state is changed (The probability to which the state change actually takes place is 25%(50% and 50% at the abnormal generation rate in the state at the success rate of a special skill)).
·When the message when failing is "Etc. The attack was exchanged", the judgment type of "Hit rate of the attack normally" is applied with a special skill of a physical attack.
·When the attack by a special skill by which HP or MP is decreased fails, the attack to other ability values and states is assumed to be invalid (All are considered to be a failure).
·Escape success rate Escape success rate (%) = 1.5-(average quickness of all average quickness ÷ heroes of the entire enemy Chara)×100 (example)The escape success rate is 50% at the same both. enemy Chara and hero's average quickness rates
·The escape success rate is added by 10% every one time of the escape failure.
·It is assumed the one that it is possible to run away unconditionally for the preemptive strike inside.
Gemin-note: I had a very difficult time translating this section. I apologize that some of it may not be accurate. I believe most of it is, although you may need a good background in math to make any sense of it. I found some damage calculations from the World of Rm2k forum and I offer them to you now, maybe they will help you make more sense of it all.
From the World of RM2k forum:
(Names removed to protect the innocent).
I went through every page of the RM2k Guru (This board) and the Help board, and I Read every method, made sure I understand them, and tested it out. However, the physical attack was fine.... but the Skill/Magic wasn't, does anyone know EXACTLY how the Damage Formula Works? I'm trying to solve it myself but I just can't seem to get it. I understands How the Variable works in skills, but can't figure out the "Mind" "Hit Chance" "mind Chance." These are the #s I tested.
Mon = Mind of Monster
Cha = Mind of Character
Mind = Mind Chance
Skill = Damage of Skill
(Hit Chance, Variable =0)
Mon.=====Cha.======Mind=======Skill=======Result
200======100=======5==========10==========10
200======100=======10=========10==========10
100======100=======5==========10==========23
100======100=======10=========10==========23
100======200=======5==========10==========29
100======200=======10=========10==========48
What's Going on!! ARRRGHHHHHH!!!
-----------------------------------------------------------------------------------------------
Damage = (Mind Chance)/40*((Attacking Mind) - (Defending Mind)/2) + (Basis Effect #)
My guess is that the overall damage for a spell is therefore:
Damage = (Mind Chance)/40*((Attacking Mind) - (Defending Mind)/2) + (Hit Chance)/40*((Attacking Power) - (Defending Defense)/2) + (Basis Effect #)
Of course, you'll never deal negative damage.
-------------------The following may be inaccurate---------------------------------------------------
physical attacks:
dmg = (( 2*atk - def ) / 4) +/- 20% of the result for variance
skill attacks:
1) using hit chance:
dmg = basedmg + atk * (50*hitc/1000) - def * (25*hitc/1000) +/- (var*5%)
2) using mind chance:
dmg = basedmg + mindatk * (25*mindc/1000) - minddef * (12,5*mindc/1000) +/- (var*5%)
- if dmg <= 0 then dmg = 1
info about skills: (not confirmed yet)
- if u use both hit and mind chance in a skill rm2k will:
1. use hit chance if the enemy def>mind
2. use mind chance if the enemy mind>def
3. use the sum of hit and mind damage if def=mind (this one may be wrong)
-------------------The following may be inaccurate---------------------------------------------------
Standard Attacks--
1. For default attacks, the formula is .5HeroAttack-.25EnemyDefense, accounting for any strengths and weaknesses of the weapons. [Half me and half Chairface]
2. The variation is 2 (10%). [Chairface]
Special Attacks--
1. The formula for magic attacks is first (.5HeroAttack-.25Enemy Defense) * (HitChance/10) + (.25HeroMind-.25EnemyMind) * (MindChance/10) + (DamageAmount). [Mostly Chairface]
2. Multiply by all strengths and weaknesses. [Given]
3. Variation is 5%*(Variation) [Chairface]
What does this all mean? To start off, if you want a physical attack that is precisely twice as powerful as a normal attack, you can simply make an attribute called 2x, and set A-E, all to 200% (and set the type to Magic, so your weapons don't have to have double attack to use the move, as well). [Me]
Warlock_Vaati
05.11.2007, 15:24
@ UhuSchuhu:
Danke für deine Hilfe. Hast mir sehr geholfen!
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