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Formula

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Posted by Zeno   USA  (2,867 posts)  [Biography] bio   Moderator
Date Wed 27 Jul 2005 05:35 AM (UTC)  quote  ]
Message
I'm trying out a formula based on the users and victims int+dex compared. This is it so far:
    chance = (((get_curr_dex(victim) + get_curr_int(victim)) 
            -  (get_curr_dex(ch)     + get_curr_int(ch))) * 4) + number_range( 1, 50);

It's compared to number_range, and if number_range is greater, the skill will succeed.

But I don't really like it. People with decent dex and int can never get hit by the skill. Does anyone have any insight on how to improve this so it's never really impossible to dodge, only really hard if the victim has good dex+int?

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Flannel   USA  (1,230 posts)  [Biography] bio
Date Reply #1 on Wed 27 Jul 2005 06:03 AM (UTC)  quote  ]

Amended on Wed 27 Jul 2005 06:06 AM (UTC) by Flannel

Message
What about a logrithmic/exponential formula? Then you can tweak the rate of change and limits and such to suit your needs.

If you have a 'nominal' curve for the equation, then it shouldn't be too hard to find a couple of equations to fit the curve, both logrithmic, and not.

~Flannel

Messiah of Rose
Eternity's Trials.

Clones are people two.
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Posted by Zeno   USA  (2,867 posts)  [Biography] bio   Moderator
Date Reply #2 on Wed 27 Jul 2005 02:47 PM (UTC)  quote  ]
Message
I thought about a exponential formula, but I also thought about doing it with UMIN or something of the sort along with number_range. Something like number_range( 1, chance ) == 1 where chance is greater if it's harder.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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