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Dragon Writer Luc's avatar

Pokémon has a different formula entirely: everything is multiplied, with a minimum damage value of 1. Level is in the formula, but the main part is that Damage = [Attack value] x [Pokemon's attacking stat] / [foe's defending stat]. There are other multipliers on top of these (including a random multiplier between 0.85 and 1), but the end result is still apparently strict enough that competitive players agonize over where to spend 1 additional point in stats.

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Jim Mander's avatar

Very cool topic. I struggled a lot trying to teach someone Age of Empires 2, which uses the basic subtraction method, but with the added complication of additional [invisibly added!] bonus damages to each individual 'armor type' which is used to create 'weaknesses' between units, and why getting a single attack or armor upgrade can be a multiplicative difference in the amount of damage you deal/take OR have virtually no effect. It's very amusing to me how much effort FromSoft put into the complexity of their damage calculations when the games by and large wind up having pretty awful balance between weapons once it comes to players actually using them. Just a bit too much going on to really sort out in development, I guess, but looking from the outside in it always feels like a frustratingly simple problem.

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