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Codename Entertainment Forums > Legacy Games > Mystic Guardians > Feature Requests/Suggestions > 0 Damage and Critical Hits
| 0 Damage and Critical Hits
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741 Posts
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- Posted April 10th 2012 at 7:59 PM
Nate DauerUnder certain circumstances, attacks may deal 0 damage to an enemy.
If one MG is consistently dealing 0 damage to another MG (due to the great difference between the attackers attack and the defender's defense), the damage will always be 0, even if it is a critical hit. I propose the critical hit formula be tweaked *slightly* to this: "a" the damage of the normal attack "f" is the function which alters the damage dealt on a critical hit "p" is my proposed function, tweaking things slightly "n" is a generic value or constant (unimportant) Currently: Critical Hit = f(a) I propose: Critical Hit = p(f(a)) Where... p = (n) + 1 In other (probably simpler) words, whatever the final result of the critical hit, you add 1 damage to that total. This way, should the critical hit result in 0 damage, it instead deals 1 damage. Additional References: http://forum.djartsgames.ca/?thread_id=1727 http://www.youtube.com/watch?v=DrZNpI_yOrc :P |
| Post by Jonathan Yap deleted April 11th 2012 at 9:01 AM | |
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407 Posts
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- Posted April 11th 2012 at 7:37 AM
Benedikt AlbertAll that Nate suggested is that a 0 damage critical hit should do 1 damage instead, Jonathan. I don't know what the intention behind this is, but there would certainly not be a problem with it.
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242 Posts
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- Posted April 11th 2012 at 9:02 AM
Jonathan YapI just felt like typing; didn't know why I did that. :P
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741 Posts
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- Posted April 11th 2012 at 10:22 AM
Nate DauerNo worries. It's not a big difference. It just struck me as very odd that a "critical" hit could do 0 damage.
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