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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