New Combat Formulas

4.0.4 Combat Formulas

I am not too sure how many of you all are familiar with the default combat formulas found in Eclipse Origins 2.0 on but they are lacking to say the least. So as of 4.0.4 we have added new combat formulas that make a little bit more sense. Now, we understand that your game is important to you. For anyone who has already been using the standard formulas (Robins) you can continue to do so but turning off the new combat formulas via the Admin Panel -> Game Options button.

Anyways here are what the new formulas look like. Special thanks goes to our own Agoraphobic for working on balancing issues along with trying to make each stat important for every class.

Agility

The gracefulness of a person.

Critical Hit Chance %

Formula: Agility / 3

Random (1-100)  to determine if successful.

255 Attribute Max: 85% Critical Hit Chance

Dodge %

Formula: Agility / 4

Random (1-100) to determine if successful.

255 Attribute Max: 63% Dodge Rating

Parry %

Formula: Agility / 6

Random (1-100) to determine if successful.

255 Attribute Max: 42% Parry

Endurance

The physical condition and sturdiness of a person.

Max Health Points

Formula: (Endurance * 10) + (Level * 4) + 150

255 Attribute Max: 5,000 Health Points

Health Point Regeneration Per Second

Formula: Endurance/2

255 Attribute Max: 122 HP per second

Block % (Shield Only)

Formula: Strength / 3

Random (1-100) to determine if successful.

255 Attribute Max: 85% Block

Intelligence

The person’s knowledge of controlling the ebb and flow of magic.

Max Magic Points

Formula: (Intelligence* 10) + (Level * 4) + 150

255 Attribute Max: 5,000 Magic Points

Magic Point Regen Per Second

Formula: Intelligence/2

255 Attribute Max: 122 MP per second

Strength

Your character’s strength of body and mind.

Physical Damage

Formula: (Strength * 2 ) + (Weapon Damage * 2) + (Level * 3) + Random (1-20)

Spell Damage

Formula: (Strength * 2 ) + (Spell Damage * 2) + (Level * 3) + Random (1-20)

Critical Hit Damage

Formula: (Damage X 1.5)

Willpower

Your character’s sheer willpower that helps the person ignore damage.

Armor is your accumulative armor from shields, armor,etc.

Physical Damage Reduction

Formula: (Willpower * 2) + (Level * 3) + Armor

Magical Damage Reduction

Formula: (Willpower* 2) + (Level * 3)

Trap Damage Reduction (Tile Attribute)

Formula: Willpower

These will need to be revised a little but overall they give each class type a reason to build each stat.

Good job 😄

I may or may not have found a bug in the new combat system. I only have 3 points in End. and a shield with only 1 defense but no matter how high I set the agility/strength of an NPC I always seem to block his attack.

Affirmatif me too

Are you sure you’re running 4.0.5? I was under the impression it was fixed.

Yes me i running the 4.0.5

I thought I fixed it too but I will take a closer look this time around.

Ok thank you.

Having most of your formulas rely on random numbers is terrible for combat and is what made EO’s and those before its combat terrible.

Having most of your formulas rely on random numbers is terrible for combat and is what made EO’s and those before its combat terrible.

wut.

wut.

A lot of the new combat formulas use RNG, which is bad for combat and doesn’t bring any sort of balance or satisfaction for the player.

Your stat determines what % you have to crit,dodge,etc. So  if you put the points into that stat, you yield results. The RNG is just like rolling percentile dice in a roleplay game to see if you succeed on the roll.

Instead of RNG, using straight formulas without a RNG it turns into a min/max game even more so. (Look at WoW)

Just curious, how would you have it determined?

It’s fine for actual RNG stats, but there’s no point in adding random numbers to the physical and spell damage formulas.

(Strength * 2 ) + (Weapon Damage * 2) + (Level * 3) + Random (1-20)
(Strength * 2 ) + (Spell Damage * 2) + (Level * 3) + Random (1-20)

Also that’s terrible for scaling. 20 damage could be huge in the early levels then completely meaningless later.

A lot of the new combat formulas use RNG, which is bad for combat and doesn’t bring any sort of balance or satisfaction for the player.

sooooo.(don’t shove hate down my throat) what you’re saying is, combat is supposed to stay static? O.o no uniqueness?

It would be strange for the damage to be constant over and over again;  20 damage, 20, damage, 20 damage, 20 damage, etc.

The RNG for the damage formulas was made to add a little fluctuation to each hit (to show if it’s a glancing blow or a more severe hit)

It wasn’t made to substitute equipment, stats or crits.

There’s still a better way to add fluctuation; not making it rely on a random variable but actually your stats. I don’t know about you, but when I play a game and get stronger I like that to actually be reflected. You could do something like you deal somewhere between 75 - 100% of your physical or spell damage, instead of tossing in a random variable you have no control over. At least with that kind of fluctuation as you level up and get better items your damage will reflect it.

There’s still a better way to add fluctuation; not making it rely on a random variable but actually your stats. I don’t know about you, but when I play a game and get stronger I like that to actually be reflected. You could do something like you deal somewhere between 75 - 100% of your physical or spell damage, instead of tossing in a random variable you have no control over. At least with that kind of fluctuation as you level up and get better items your damage will reflect it.

hence the reason it’s a formula with level and strength in it. otherwise it wouldn’t be worth using at all

Ty , sounds good

I understand that this is an old topic, but this has to be asked:

Spell Damage
Formula: (Strength * 2 ) + (Spell Damage * 2) + (Level * 3) + Random (1-20)

Why on Earth is spell damage _handled_by STRENGTH, especially considering that INTELLIGENCEexists as a stat?

Surely that makes most magic based classes extremely underwhelming when you consider that the typical mage archetype has low strength and high magic/intelligence?

Agreed with Carim, Strength should be useless to a mage whereas Intelligence should be useless to a meleer.

Also I’m not sure but some games might like to have an option to allow players stats back to their original for stat redistribution, as an item.

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