Damage Calculation thread

How should damage be calculated?
What is Any Forums's ideal formula?

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Damage taken - Armor = Damage

I personally am a fan of Unlimited SaGa's

Strength Damage = 100 x Strength 2 / (Strength 2 + 800) + 4

Skill Damage = 100 x Skill 2 / (Skill 2 + 800) + 4

Rand1 = [0 - (12 x (Max HP - Remaining HP) / Max HP))] uniform probability range
Rand2 = [0 - (12 + 12 x (Max HP - Remaining HP) / Max HP))] uniform probability range

Raw Damage (Bare Handed) = HP Attack Power x (3 + EN Cost) + (Strength Damage x Number of Hits) + (Strength Damage x Growth Rate) x (128 + Skill Damage + Weight) / 256 + Rand1

Raw Damage (Sword, Axe, Staff, Spear) = HP Attack Power x (3 + EN Cost) + (Weapon Power x Number of Hits) + (Strength Damage x Growth Rate) x (128 + Weapon Power) / 256 + Rand2

Raw Damage (Dagger, Bow, Gun) = HP Attack Power x (3 + EN Cost) + (Weapon Power x Number of Hits) + (Skill Damage x Growth Rate) x (128 + Weapon Power) / 256 + Rand2

Final Damage = (Raw Damage x (100 - Defense Power) / 100 - Defense Power) x Combo Percentage

Note that HP works as a buffer in this game, determining the likelihood of getting LP (=Life Points) damage. This is calculated as follows:

LP Damage Probability = ((LP attack power x 8 + 20) x (Target Max HP - Target Remaining HP + 1) / Target Max HP x Combo Percentage - LP Defense Power x 5) / 70

It works really well!

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Im a huge fan of armor = damage negated.

20 armor vs 100 dmg = 80 dmg.

but also let that work for negative armor.

-20 armor vs 100 dmg = 120 dmg

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dnd3 THAC0

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has my thoughts entirely

Damage - armor creates boring linear progression with hard stat walls.

What are the shittiest damage formulas you've ever seen

This small brain as it gets

>Game has Armour AND Shield Block
>AND Physical DMG Resistance

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Tree of Savior on release had
Damage=Base damage+attack/magic attack-defense/magic defense
So all the best skills hit multiple times per cast, any single powerful hit was basically useless. Then they overcorrected later on and gave late game mobs a hilarious amount of defenses so if you used low base damage skills you would just do 1s to common mobs.

FFXI has the most interesting damage calculations of any game I've played, it's pretty complicated to explain since it involves like 50 different stats lol

>What is literally every ARPG after Diablo 2
Worst formula I've seen is Last Epoch's.
(Skill Damage*weapon damage*Additive Multipliers)*Multiplicative Multipliers
Simple enough, right?
Now for defenses
Damage*(1-Resists)
Ok, norma- oh wait, how are Resists calculated?
Your Listed Resists-Area Level (Max 75)
Max resists in a max level area means you have no resists. Overcapping does nothing and at no point does the game actually display your current actual resistances. Your status screen is wrong for the entire game.

I'll name three systems that I like:

>UnReal World
I don't know the exact formulae, and I don't care to know, beyond broad strokes such as damage calculations factoring in multiple different physical attributes, as well as weapon skills, fatigue, nutritional status, encumbrance, etc, that there's locational damage model with different protection values for different damage types for each body part, etc. Everything works more or less like how you would expect it to, so you can just ignore details and immerse yourself.

>Dominions
All combat calculations are based on open-ended 2d6 rolls. Very simply, combatants make rolls to determine if the attack connects, and if it does, a roll is made to determine the damage received (damage+DRN vs protection+DRN): this creates a nice distribution where high-end armor protects completely against most strikes but then there can still be outlier rolls, which is a good approximation of "getting into the gaps" while still maintaining the effectiveness of armor. There are additional complications (damage types, hit locations, size of units, fatigue, bazillion combat factors ranging from salt vulnerability to damage reversal effect that causes damage to be negated and instead transferred to the attacker), but because everything uses the same DRN system, you get a good idea of how base value differences affect the roll distribution and there's no need for theorycrafting each interaction separately.

>World of Warcraft (vanilla through Wrath)
I like details like the combat table mechanic (pushing crushing blows out of the table, that sort of things), scaling factors (like how armor scaling is linear in regards to effective time to live), and so on, and prior to gamey meme stats and while mechanics like miss chance were still a thing, I always felt it was a nice, simple, no-nonsense system that works nicely with vertical progression mechanics but still manages to feel grounded.

Attached: DRN.png (2304x3744, 1.4M)

Vanilla is based on dnd isn't it? Missing with a second weapon is kino design.

it was more due to buff skills and elemental gear boosts being added on a per hit basis rather than per attack/skill, so any sort of autoattack that gave you extra hits anywhere would become hilariously broken since it added extra instances of the bonus damage

i have no idea what the fuck it does now though

Fucking evil magic calculations only autists can understand

Not really, but dual wield miss chance is yet another one of those details that just "feels right" right to me. I hate systems where weapons are mere stat sticks and I think this is a nice way to go about penalizing DW autoattack damage while maintaining close to full power of the OH weapon.

Don't forget evasion.
>game has 3 different stats to minimize physical damage
>but none to deal with non-physical damage

simple =/= bad
u silly dumdum :)

>Area level
lol

it might as well be

Whatever the fuck Yakuza 7 was using where buffs, debuffs, weaknesses, crits, etc. were all completely irrelevant and useless.

>Game has armor values but doesn't give you mitigation values
You have 500 armor rating, what does that mean you ask? Fuck you is what it means : )