So... this seems to be a thread discussing some of what I need a little help with. Hopefully popping this in here will net an answer, and isn't the wrong thing to do. (In fact, this may be an answer in itself for some people, since it's the kind of scaling some want, keeping all skills relevant for the whole game).
I have a working damage formula for physical attacks and magic/skills/whatever. Physical attacks are the base formula, using base atk, base mat, weapon atk, and weapon mat, and everything else works off that base with an added modifier. Now, everything works for the main character, who is rather complicated in his skills, since all his stuff works off his bonuses from weapons to atk and mat, will work fine for the physical fighter since his will just be atk (after moding the formula a little on his skills). My mages, however (rather, mage and priest), will be a different story. Their magic will work just fine like that, except for one thing I will get to in a moment.
The Formula that works fine:
c=(a.atk-a.paramBase(2))+(a.mat-a.paramBase(4));d=a.paramBase(2)/2;e=a.paramBase(4)/2;(((((c+(a.level*a.level*(c+((e+d)*(e+d)))))/256)*3/4)*(255-(b.def/2)+(b.mdf/2)))/256)+1
This is the main character's basic attack. It uses his weapon's atk and mat as c, and adds half his base atk and mat to make a basic attack power. Exponential level multiplied by these params, and multiplication of the damage by a fraction of half mdf and def to come out with nice numbers throughout the leveling system. Magic adds an extra set of parenthesis and a modifier, such as 2, 3, 5, 8, .3, etc, to make them something special depending on a cumulative buff, etc. Now, for the problem.
The formula that needs help:
c=???;(#((((c+(a.level*a.level*(c+(a.mat*2)))/256)*3/4)*(255-b.mdf))/256))+1
This is going to be 'spell' damage from mage or priest. Essentially works the same way, except those two things which don't fit. # is easy, it would be a modifier, like earlier, based on the spell. What I need is a number (rather, an equation) for ??? that would scale like weapons do. A kind of starting lower curve, into a higher curve later, to match the weapon curve. Weapons will generally be something like 12-15 atk at the start of game, all the way to the biggest meanest weapons at ~250, and I guess an average would be something in the 140's around level 30 (mid game). I've tried various things such as c=: level*2, level+(level/2), level*(level*1.1). I can't seem to find a way to make a nice slow(ish) curve like what the stat generator can create in the options. These only make it steadily increase to make it unbalancedly weak or strong in the early game, and the opposite in end game. The only other option I have it to essentially use it like a physical attack and use weapon mat, or re-think it entirely, since I'm NOT (likely) re-teaching skills at higher levels, though that could be an answer. But I don't wanna. :barf:
Does anyone happen to know a good formula to mathematically make a curve like that off level? This could be slightly modified to make # part of the base, and I could always add another step or two.
Then i'll try to assist.
It seems to first be a question on what you will use to create the formula?
I can give you a couple ideas:
For magic I myself track 2 extra things affinity and attunement.
Affinity - one's inborn talent.
Attunement - The ellement one choses to attune him/herself to(something which increases gradually through the game).
(On a sidenote the novel "Warlock of the Mages World" inspired me to do it like this. If you like reading xianxia and DnD kinda stories i'd recommend reading it. Wuxiaworld is where I have read it.)
Secondly there is still elemental rate build-in.
And there is also skill lvl.
So what do you use? What will you use?
Are there more things that have to be taken into consideration with the formula?
And that's quite an impresive formula, only I can't imagine how you came up with it.
Will have to recreate it in an excell sheet to understand it better.