[Question] Negating built in weapon damage calcs

Seanw3 responded to one of my posts with the weapon vs armor calc values and I was wondering if I negated this by inflating armor values by a factor of 100 would the AI not be able to handle it?

So for a full suit of Plate it would go from 65 armor to 6500.

The damage calc is

"

Maximum Damage = Attack * Attack/(Attack+Defense)

Minimum Damage = Maximum Damage / 2

"

So even with a 100 attack value on a weapon your total damage max would be at best 

10000/(6600) = 1.5 damage.

I am looking at whether or not I can assign a variable set assigned damage table per weapon similar to old school weapon values.

An example would be a longsword has a damage calc of 1-8 +((Str-10)/2) + Specializations

Avoidance would work exactly as it is.

Damage reduction would be total damage done if you hit the target * ((Def/100)-Attack)*.05).

Build in a max of 2x damage and a min of some number between 10 to 25 not sure what.

I have been messing around with this system for a while and its fairly balanced on paper but mainly I just want to know if the AI would freak out and not recognize the inflated values or not before I attempt to recode almost the entire game from scratch.

3,361 views 4 replies
Reply #1 Top

Anyone know how the AI will react?

Reply #2 Top

Are you saying you want to adjust base damage calculations?  These are hard-coded and thus cannot be changed afaik.

Reply #3 Top

Quoting mqpiffle, reply 2
Are you saying you want to adjust base damage calculations?  These are hard-coded and thus cannot be changed afaik.

Looks to me like we wants to eliminate all basic damage and is wondering if he can accomplish this by buffing all armor to an insane degree so that all weapon hits will do 0, or at most 0-1, damage.

I doubt that it will work, though.  Spell and elemental damage (e.g., staffs) bypass armor entirely, so they would be unaffected by this.  There's also the issue of units with no armor - 0 * 100 is still 0.

Reply #4 Top

Spell damages are completely able to be modded through file manipulation however the base attack of melee weapons vs armor values is hard coded into the game.  As stated above I am trying to negate that attack value to give static damage numbers for each type of weapon through on melee strike apply spell effect using a custom formula.  Mainly I just want to know if the AI will be able to recognize the inflated armor values which will allow me to mostly negate the damage.