Monday, July 4, 2011

Battle Formulater Scribbles

Suddenly, out of nowhere a horrendous formula. Technically not even all of it but I'm not encapsulating it in another font 60 set of parentheses and multiplying it by "attack stage".

That Formula up there is from as near as I can tell is the Pokemon damage calculation equation. A bit of Googling lead me to a certain web page and I'll take the benefit of the doubt on it. Math oddly enough is not my strong suit so excuse the horrific display of that, I figured it looked neater than the typed in one line my source provides. Though why this formula? Well I'm getting into damage mechanics for Combat Tester and Pokemon formula always comes up when I think about damage.

First a little story. My first RPG was Pokemon, kids in middle school played it and I was interested so after some grade and favor trading with grandparents I got a game boy color and red. There starts me maxing out my hours in the time played. Many years later and a few scraped projects ago I look into how Pokemon worked as well as a few various combat systems I have played only to find some of the most hard to follow and mind boggling decisions in design to my eyes. They just seem like needless obscuration of what your stats actually do. I may have been raised on computer RPGs but I honestly prefer the simplicity of Pen and Paper resolution of damage for the most part.

Now onto the here and now. So after evaluating the damage system of purely being attack successes - defense successes I came to the conclusion that I paint myself into a design corner with that. Instead using a commonly done solution of dice+modifier-damage resistance to get that job done. Specific details as to how I'm getting the numbers and such would be a little long for a post topped with a monstrous formula so I'll wait until later to go into those details. While not as unique as I like it'll work for now, I'll work on it more to see if I can go anywhere with it. Though it does open a few combat options I like, namely reducing or increasing your attack compared to your final damage.

In other news I'm going to be shooting for getting/starting a blog up every day around 5 o'clock central. With the current unemployment going on I could use something besides my Tabletop game schedule to set something up for me.

Edit: Happy forth to those of you in the United States. It's too hot and I'm without transport to care or get to the festivities.


  1. Serebii math is probably legit, nerds and all. Games do tend to have complicated formulas, I've seen a few that have been worked out for Final Fantasy games too.

    Then again there's also games like Neverwinter Nights which is just D20 if you prefer it that simple, or, say, KOTOR~

  2. Always found Pokemon's system to be a little too simplistic