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File: 8056dfd39de8f82⋯.png (43.19 KB, 1034x552, 517:276, stalker damage formula.png)

21bd84  No.15337418

Is there a worse offender?

e16a74  No.15337459

>>15337418

>he hasn't seen Dark Souls III's 'damage' formula


92351c  No.15337541

>>15337418

STALKER's damage formula is pretty straight forward, it's just that whoever made that "graph" has no clue what a fucking graph is and made it completely unintelligible


21bd84  No.15337542

>>15337459

Quick rundown?


21bd84  No.15337548

>>15337541

Looks clear enough to me?


2dd830  No.15337564

>>15337418

Warframe's damage calculations are pretty fucked. Every weapon effectively deals varying degrees of split damage, which kind of makes certain weapons incredibly effective and others absolutely worthless. Rivens only compound this issue; they make the act of acquiring a weapon, and then subsequently completing a build that is viable for "end game content" a needlessly aggravating process. Of course, I am only addressing this in general terms, and some may argue that rivens aren't an absolute necessity, but I think most people will agree that a good riven can mean the difference between having a moderately good weapon and having an incredibly effective weapon that can demolish anything in its wake.


fe88b6  No.15339202

SMT:Nocturne

>Spell damage is some ridiculous bullshit formula that caps around level 50 and goes DOWN (slightly) the more you level. This is around midgame level, you finish the game around level 80-90.

>Agility only matters in increments of level /5 + 3 due to rounding, so by level 50 only every 13th point of agility has an effect. In a game where you get 1 stat point per level and stats cap at 40.

>This also means your hit rate goes down if you leveled agility early and then level up more.

>Luck is half as good as agility, basically useless.

>>15337418

That looks like a pretty simple of damage resistance and % chance to miss, what's the problem?

>>15337459

It's just flat damage reduction then percentile damage reduction I think?

DS3 is a shit game and armor is shit in DS3 but the formula is fine, armor just needs to be made better.


f6a085  No.15339262

>>15337418

>Chance for a shot that physically connects to actually deal damage

>100% regardless of difficulty

I should fucking hope so, but did this really warrant its own line?


c1903f  No.15339288

>>15339262

Because there is a persistent rumor that the enemy miss chance affects the player as well, which isn't the case. OP didn't read his own chart.

Ironically, damage in STALKER is fucked for a reason not on that chart. Enemies gain damage resistance if shot repeatedly in the same body part, which combined with inaccurate early game weapons leads to them shrugging off entire mags and players believing their rounds are evaporating mid-air.


05f9bc  No.15339607

>>15339202

>DS3 is a shit game

Homosexual confirmed.


162209  No.15339648

>>15339202

>>This also means your hit rate goes down if you leveled agility early and then level up more.

what the fuck


55b547  No.15339690

>>15337564

just use corrosive dude, maybe gas on corpus. nobody gives a fuck about ips damage or optimizing for damage weakness except for more weight on slash for sick bleed procs. armor scaling is what really fucks over basically every damage type unless you run 4cp (or corrosive in general). it dosn't help that every other status effect is total trash barring viral, which is only good on slash builds.


79e879  No.15339747

File: 82f94d402c3748a⋯.jpg (74.14 KB, 250x360, 25:36, borp2.jpg)

File: 72c7d534859bf9e⋯.jpg (243.66 KB, 1280x720, 16:9, juuuiloioiokliollli.jpg)

(Weapon level(Base damage(Stocklevel+Barrellevel+ButtLevel+Scopelevel)))^Player Base Damage)/Playthrough index*SLAGmodifier)


9e5124  No.15339767

>>15339288

>Enemies gain damage resistance if shot repeatedly in the same body part

Not exactly.

http://www.metacognix.com/stlkrsoc/WhatYouKnowThatAintSo.html#Guns

>Every first shot after a time_to_aim delay does more damage than normally, and only to the head (5X to NPCs, 10X to mutants); subsequent shots do reduced "normal" damage (even zero damage, depending on the body part struck). This lower damage may be helping to extend the duration of gun battles. The best advice is to go for the head (both NPCs and mutants) and wait the time_to_aim amount between shots.*

>Different NPC and mutant "bones" have different damage multipliers. Some parts have zero damage, like fingers and toes. (This may be why many believe NPCs are invulnerable during their hit animations. They flinch and cover their torso with their arms, so you end up shooting less vulnerable parts.) Mutants especially have a lot of empty space where no damage is done. Where the accuracy is available to you, go for the high-damage parts like the head.


4b2ba5  No.15339785

>>15339747

Yep, BL2 wins. I remember a vid from some time ago saying how damage equations for some weapon types or manufacturers purposefully have lower modifiers to make them shit when a normal one makes the game better


fe88b6  No.15340925

>>15339648

https://zombero.wordpress.com/category/smt-nocturne/

>Physical Accuracy: Skill_Accuracy + ([Attacker_Agi/[Attacker_Lv/5 + 3]] * 6.25) – ([Defender_Agi/[Defender_Lv/5 + 3]] * 6.25)

I think the idea is that you need to "keep up" your accuracy with your level or you suffer (if you put 1 into agility every 5 levels you'd stay even).


c6752a  No.15341838

>>15337418

Sounds way better then Drake's Fortune, all the cheesy 80's-90's action moves the human enemies in the game do is alright up until the moment they do that over exaggerated hit movement when you hit them anywhere but the head. Every fucking time my bullets will go right through them during that moment, the guys with laser sights are the worst cause they fucking do this nigger jig movement when you shoot at them even if you hit them only when they're aiming can they reliably be hit. I was already straining my tolerance of the extreme linear set pieces that would kill if you so much as backtracked the wrong way for a few seconds (there is a timer that will auto-kill you if touching certain ground doesn't happen).


e83953  No.15341917

File: 42867790fa9f192⋯.jpg (21.1 KB, 263x284, 263:284, 42867790fa9f1924788cc4e7a5….jpg)

Runescape (Old system)

>max damage anything can do is 99 because 99 will always be max hp

>armor only decreases your chance to be hit, does not reduce a hit

>armor bonuses diminished by the fact that prayers negate 100% of damage

>bosses boil down to "use this prayer or die"


c17440  No.15341927

>>15341917

So because armor doesn't actually negate damage*, it means that strength pures were probably the best PKing build, yes?

*: On paper, accuracy/dodge would give you a soft effective HP increase


e83953  No.15341967

>>15341927

That is precisely how it goes down. Pking is basically gambling between 2 fags with 1 defense and 99 combat stats to duck combat level limits. If they have a defense level, it is 45 or 70 so they can equip armors with offensive bonuses


e37d2d  No.15344629

File: 1f6551d846f43e1⋯.png (72.78 KB, 1000x950, 20:19, 45454589749846743664.png)

>>15339690

>gas on corpus

God damn I just made the connection that gas is the best damage type to use on the jew faction. I feel retarded but amused right now


6d15e3  No.15354863

File: b52b7494a368c2e⋯.png (60.65 KB, 630x439, 630:439, ArmourReductionPlot[1].png)

Why would you put so much effort into a mechanic just to ensure it's useless? Do you know how they plan to make stacking armor worth it in 3.4?

increased ES % per flat armor


0dac6b  No.15354897

>>15337418

Yes, it is called "bad hit detection."




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