I’m trying to implement a system in which we can, basically, hit people and get hit.
The stats in play here here are
“Brute Force” & “Strength” & “Weapon Damage” (for physical damage dealt)
“Gentle Touch” (for accuracy bonus)
Dexterity (dodgin shizzle)
“Magic” + “Staff Damage” + “Artefacts” + (round(HighMag/2) OR round(LowMag/2) depending on which is greater to get total magic damage.
Accuracy is rolled from 1-100 for physical damage, + Gentle touch, - enemy armour -enemy dexterity.
if x <= 20, miss
if 20< x <= 97 normalhit
97< x <= 110 Critical hit (damage *1.5, with gentle touch of 0 chances is 2/100)
110+ is completely random magic territory, from attacking again to turning your enemy into solid gold or making all your teams hits for the rest of the game criticals.
Physical Damage =
Weapon Damage + (Strength + (round(brute/2)
Magic Damage =
Staff Damage + Artifacts + Magic + (round(HighMag/2) OR round(LowMag/2) depending on which is greater
If we assume a strength build at the start can get roughly 20 strength, 15 brute force, 10 gentle touch, and a weapon base damage of 6 is like average/ common, does this sound about right?
Oh and just to add the average health will be 100, with the average fight with 4 teammates against 3 (strong) - 6 enemies. (Any more than 6 I’ll just treat as a hoard with like bonuses to some stuff) Without going over 15 rounds (too repetitive) or under 4 rounds (so not super easy or super hard)
So the general layout will be us with 5 teammates, with roughly medium armour (which makes us harder to hit!) and 100 health points, against 4 enemies.
I do want to add 1) All of these should allow us to win if we’re not completely stupid. 2) We aren’t supposed to be super strong. In fact, I kinda want us to be carried by our team mates in the first few battles to make it easier to stat.
And to recap, I want help with 1) Whether the methods for calculating damage and accuracy are good, and 2) How I could change it (e.g. less teammates, less enemies, shorter/ longer fights)