DMG=(Atk-Def)*magnification(skill and crit and etc.)

enemy base magnification is 300-500%

PDEF207:1200-1500dmg

PDEF803:1dmg

MDEF237:1300-1800dmg

MDEF665:1-100dmg

DEF is great

DMG=(Atk-Def)*magnification(skill and crit and etc.)

enemy base magnification is 300-500%

PDEF207:1200-1500dmg

PDEF803:1dmg

MDEF237:1300-1800dmg

MDEF665:1-100dmg

DEF is great

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Well actually:

DMG=(Atk-Def)*magnification can’t result in 1 value.

Coz if 600 attack and 600 def it will be 0 * magnification = 0.

Probably it is: 1 + ( [Enemy Attack] - [Your Defence Value] ) x [Multiplier]

But it can be not linear function. Just thoughts.

Damage automatically results in 1 if the value is calculated as less than 1.

Damage is also rounded down.

Hmm, if it’s rounded down then if damage is less then 1 for example 0.9 then it will be rounded down to 0

Could be raised to the power as a total result e.g.

[Multiplier] is a [Power]

( [Enemy Attack] - [Your Defence Value] )^[Power]

Where if [Power] = 0, whole value results as 1

Seams valid coz it covers situation when you get more DEF then enemy attack and ( [Enemy Attack] - [Your Defence Value] ) results in negative value.

So negative value powered by 0 will result in 1.

Will try to get that [Multiplier] / [Power] and exact formula.

Damage automatically results in 1 if the value is calculated ass less than 1.

It’s an if statement

if

[value ] < 1

Value = 1.

end

Any source of that behaviour ?

Coz if it works like this no need to get formula for min damage calculation.

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It’s required to get exact formula, coz you need to know border values.

And way they are achieved.

If got no constructive suggestions restrict yourself from comments, this wouldn’t help to get exact formula.

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Thanks a lot !!!