The current damage formula is
damage = (((base_damage || SET) + ADD_1 + ADD_2) * CMUL_1 * CMUL_2 *
(1.0 + ToD + Leadership)) * FMUL_1 * FMUL_2
I'm not sure if there was a typo in your formula, but it appears that CMUL
and FMUL are associative equivalents.
The formula may produce good results in practice but I don't think it
justifies its complexity. I believe that either multiplicative *or*
additive multipliers should be used and that all multipliers should be
regrouped in one place.
I agree with Dave's analysis on this one. Better to have damage that is hard
to calculate precisely, but overall "feels" right.
Regarding ADD:
I would have to know what the intended use is for damage adders before
knowing if before/after mult is best. For example, if you wanted a stronger
poison attack that takes effect immediately upon contact, that would be +8
after mult. As another example of damage not affected by ToD, the spiked
armor of a grappler could cause additional barbed damage in melee.
--
Patrick
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