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SkySpeedXIV

Damage Formulas Manipulation

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Hi all!

 

I tried many things with the damage formulas.

I want to have a pretty simple formula, like this one : 

 

"PhysicalDamage": "(BaseDamage-V_Defense)+1",

 

Pretty basic uh? 

The problem here is that i want the damage to always be equal or greater to one. But i didn't manage to do so.

If the V_Defense is greater than the BaseDamage, then the damage will go on negative numbers. So the +1 here is meaningless

Is there a way i can use conditions or something to have at least 1 damage?

 

Thank you so much!

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1 hour ago, SkySpeedXIV said:

Hi all!

 

I tried many things with the damage formulas.

I want to have a pretty simple formula, like this one : 

 

"PhysicalDamage": "(BaseDamage-V_Defense)+1",

 

Pretty basic uh? 

The problem here is that i want the damage to always be equal or greater to one. But i didn't manage to do so.

If the V_Defense is greater than the BaseDamage, then the damage will go on negative numbers. So the +1 here is meaningless

Is there a way i can use conditions or something to have at least 1 damage?

 

Thank you so much!

I believe you need to use a 'percentage' so that the value is never negative.

"PhysicalDamage": "Random(((BaseDamage + (A_Attack / 6))) * CritMultiplier * 1 - (V_Defense / 12), ((BaseDamage + (A_Attack / 4))) * CritMultiplier * 1.125) - (V_Defense / 10)"

 

This is what I use, and I do not get negative values.


I'm sure someone can chime in with a better formula.

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Thanks for sharing your formula! 

I worked on mine a little today and I ended up with this

 

  "MagicDamage": "(((A_AbilityPwr/(V_MagicResist/3))+1)*CritMultiplier)",
  "PhysicalDamage": "(((A_Attack/(V_Defense/3))+1)*CritMultiplier)",
  "TrueDamage": "(BaseDamage*CritMultiplier)"

 

I think it's fine for me. The division was a great idea! I made a lot of tests and i'm pretty confident with my results. :) 

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