(→=) |
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from player's perspective) | from player's perspective) | ||
=1) weapon speed | ==================== | ||
1) weapon speed | |||
if there's not a system for weapon speed, you could simply make it | if there's not a system for weapon speed, you could simply make it | ||
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===================== | ===================== | ||
2) dexterity | 2) dexterity | ||
assuming a player with better dexterity will have a quicker swing, | assuming a player with better dexterity will have a quicker swing, | ||
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================= | ================= | ||
Swinging Speed | Swinging Speed | ||
swinging speed, denoted SS can then be equated to 1) and 2) by | swinging speed, denoted SS can then be equated to 1) and 2) by | ||
Line 58: | Line 58: | ||
================= | ================= | ||
Length of Attack | Length of Attack | ||
L = 1/SS | L = 1/SS |
Revision as of 00:28, 3 November 2007
Ultima Online
This is how Ultima Online handles combat calculations: http://uo.stratics.com/content/arms-armor/combat.php
Length of Attacks:
Theory:
We want attack speed to depend on 1) weapon speed and 2) dexterity so that positive weapon speeds and dexterities contribute positively to the speed of attack (or negatively to the length of the attack)
(i use the words positively and negatively not mathematically, but from player's perspective)
========
1) weapon speed
if there's not a system for weapon speed, you could simply make it
inversely proportional to weight so that:
ws = c/w , where c is some constant (generally 1)
so bigger weighted weapons would be slower.
This might also need to be augmented by strength, so that heavier weapons are faster in the hands of stronger peoples.
perhaps:
ws = c*s/w where s is strength and w is weight of weapon, c a constant
=========
2) dexterity
assuming a player with better dexterity will have a quicker swing,
dexterities contribution could simply be the players dexterity multiplied by
an arbitrary constant:
b*d (b constant)
=====
Swinging Speed
swinging speed, denoted SS can then be equated to 1) and 2) by
SS = c*s/w + b*d
where c and b are constants that can be adjusted to balanced between strength-based characters and dexterity-based characters
=====
Length of Attack
L = 1/SS
so that the Length of time is infinite when chracters have 0 swinging speed.
-Zao