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Damage  (Read 2949 times)

Started by recruta42, November 13, 2007, 02:31:26 am
Damage
#1  November 13, 2007, 02:31:26 am
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Well the damage on samurai shodown 5 depends on a lot of factors specially how much sword bar you have....

The equation that describes the sword bar without power max is this one:

value = (243.0000 - 3.000 * floor(fvar(30)))/256.00000 - varing from 0 to 80

while for power max is this one here:

value = ifelse(fvar(30) <= 19,1,(315.0000 - 3.000 * floor(fvar(30)))/256.00000) - varing from 0 to 104

where fvar(30) is how much sword bar you current have.

I the normal game, the damage is done more or less by this equation here:

damage = ifelse(fvar(30) = 80,bonus 1 ,ifelse(fvar(30) = 104 ,bonus 2,10*(floor(fvar(30)/(damage*2-4) + factor)))),10*(enemyNear,var(1) = 1)  where:

bonus 1 is the damage applied if you don´t have power maxed but have sword maxed
bonus 2 is the damage applied if you have power maex and sword maxed
damage is the damage applied on the enemy
factor is a aditional bonus depending on the damage you are doing

The point is that I want to give some additional randomness to the damage that varies from char to char and I am molding an equation like this one here for the raw damage without full sword bonus:

damage = floor(fvar(30)/((damage*2-4)+(0.4375*damage-0.79))+(random/factor))*(1+bonus1+bonus2)*10   where,

damage is the brute damage without any modifications
factor is a random factor btwn 100 to 1000 that will give more or less 0 to +10 points of extra damage and must vary from char to char.
bonus 1 is the damage applied if you don´t have power maxed but have sword maxed
bonus 2 is the damage applied if you have power maex and sword maxed

Also I am thinking in including an extra multiplier with random at the end of the equation, what do you guys think ?


Last Edit: November 15, 2007, 08:45:18 pm by recruta42
Re: Damage
#2  November 15, 2007, 08:46:12 pm
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Well...After meditating a little I formulated a good equation for the damage:

damage = floor((256/((damage*2-4)+(0.4375*damage-0.79))+(random/factor))*(1.0 + 0.41*(fvar(30)=80 && var(26)<16384) + 0.72*(fvar(30)=104))*10.0)

damage = brute damage you want to inflicit
factor = factor to add to the brute damage:
100 = +10
110 = +9
125 = +8
142 = +7
165 = +6
200 = +5
245 = +4
330 = +3
480 = +2
1000 = +1
Last Edit: November 16, 2007, 12:21:49 am by recruta42
Re: Damage
#3  November 16, 2007, 09:55:08 pm
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Is this being creating to explain how to balance your chars to addon to to your char list in this game if you feel like making a new char for it etc?
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Re: Damage
#4  November 17, 2007, 12:43:57 am
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Hmmmm not exactly...

In the first part I tried to explain how the damage works on the original samsho5sp game. In the second part I decided to create my own equation based on the original one to give some more randomness at the game that is a good thing in my opinion depending on how much "random" you decide to put on it.

If you downloaded the beta you can see that all the damage is based on the original game.

What I am looking for, by the community side, is opinions on how much "random" damage should be put on each char. Also if the equation I did is ok or some more modifications could be cool, etc.

For example, if I want a hit to give like 60 damage whit + 0 to +6 of damage, the equation I did should be put on this way:

damage =  floor((256/((6.0*2-4)+(0.4375*6.0-0.79))+(random/165.0))*(1.0 + 0.41*(fvar(30)=80 && var(26)<16384)+0.72*(fvar(30)=104))*10.0)

So it will generate a final number based on the brute 60 damage and all relevant factors like sword bar(fvar(30)), power bar (var(26)), etc...

Now I would like to know if this random factor should be based on char like (+0 to +3) for all yoshitora´s attack or it should be by individual attack for each char like (+0 to +2) for yoshitora´s weak slash, (+0 to +1) for yoshitora´s medium slash and so on...

Re: Damage
#5  November 18, 2007, 03:55:03 am
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0 +3 sounds good but 0 +2 might be more balanced.
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I give my life not for honor but for you
Re: Damage
#6  November 28, 2007, 10:53:10 pm
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add more randomness if the char is retarded or the move looks too extravagant, you know what I mean?
Re: Damage
#7  December 03, 2007, 10:10:31 am
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add more randomness if the char is retarded or the move looks too extravagant, you know what I mean?

Yes I do, but I don´t want to add this randomness to compensate for the lack of intelligence by the CPU part. I would like to add it as a special characterist of the char like the randomness in Faust on GG...or an attack designed to be different.

Ah! And I corrected the damage equation that was wrong. The right one is this:

damage = floor((fvar(30)/(256/(damage*2-4.0))+ceil(0.4375*damage-0.79)+ random/factor)*(1.0 + 0.41*(fvar(30)=80 && var(26)<16384)+0.72*(fvar(30)=104))*10.0)
Last Edit: December 03, 2007, 10:26:02 am by recruta42
Re: Damage
#8  December 03, 2007, 11:33:51 pm
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Yeah, I meant retarded chars such as zombie/blind. ;)