[Ohrrpgce] [ohrrpgce/ohrrpgce] Request: Attack damage setting for 1:1 Atk/Def math (#1200)

NathanWeasel notifications at github.com
Thu Apr 1 23:46:55 PST 2021


We have "Normal" for 100% of ATK stat vs. 50% of DEF stat. I've always assumed this was intended as an anti-frustration feature so newbies who made their games have round stats all around would still cause decent damage on both sides of the battlefield instead of trading 1 HP chips back and forth (I figure this is silly because obviously after playing even a little such a player would realize why that's happening and either drop DEF or raise ATK).

We have "Sharp" for 130% of ATK vs. 100% of DEF and "Blunt" for 80% of ATK vs. 10% of DEF. These do a pretty good job abstractly representing how sharp, light blades like sword and heavy blunt weapons like maces and mauls perform against armor.

But what we've been distinctly lacking for 20 years and running is what I propose calling the "Soft" damage math. Straight up 100% of ATK vs. 100% of DEF. If used alongside the other types it'd be for implements with especially poor penetrative power like boomerangs, whips, and the subtype of spear/javelin made by simply sharpening the end of a staff instead of attaching a separate stone or metal blade. More so, however, it would be what I'd consider the "normal" damage math, the most intuitive form of interaction between offensive and defensive stats.

Unless there's some bigger, broader plan for allowing customized attack stat and defense stat multipliers in the works, this is a request I've wanted to make since 2003.

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https://github.com/ohrrpgce/ohrrpgce/issues/1200
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