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Fruits of Boredom
ArtemisDate: Monday, 2012-07-16, 10:05 PM | Message # 16
True Spartan
Group: Administrators
Messages: 101
Reputation: 1
Status: Offline
You want attacks to hit like 95% of the time. Come up with a calculation that gradually makes the attacks hit less frequently. It'll probably be of quadratic form. Log functions don't make a huge difference at smaller numbers and linear is just boring (but easier to make up).

A hero is not one who never falls, but one who gets up, again and again, NEVER losing sight of one's dream!

 
ShinkuGuntouDate: Tuesday, 2012-07-17, 11:25 PM | Message # 17
Paganus
Group: Users
Messages: 31
Reputation: 1
Status: Offline
I've tried several formulas, but they don't seem to scale evenly through higher levels...

Here are all the variables I've got to use:
weaponskill (between 1-100)
agility (1-10, both user and target will factor in)
weaponattribute (1-10, all weapons have a particular attribute that affect them (agility for ballistics, perception for energy, etc.))
level (1-20 (maybe), both user and target, maybe...)
luck (1-10)

When you make your character you set your S.P.E.C.I.A.L. which are the first letters of all your attributes, you don't gain any attribute points as you level, either.


The Dread Pirate Roberts, I presume?

 
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