Hello, I'd like to implement a simple system for dynamic difficulty depending on the number of members in a party. I'd like enemies to have 50% extra HP for every extra member in the party, but since enemies aren't instanced in this game, a similar effect would be achieved by reducing player damage vs monsters by 33%, stacking multiplicatively.
I'd be very grateful if someone could help guide me in the right direction on how to do this. I believe I could approach the problem by going into the end of the damage calculation code, count the number of party members and perform the operation. Something like:
damage = damage * (pow(0.66, p->party.count - 1))
And have this calculation only take place if the enemy is a monster.
Hello, I'd like to implement a simple system for dynamic difficulty depending on the number of members in a party. I'd like enemies to have 50% extra HP for every extra member in the party, but since enemies aren't instanced in this game, a similar effect would be achieved by reducing player damage vs monsters by 33%, stacking multiplicatively.
The formula for damage would pretty much be:
FinalDamage = Damage * (0.66 ^ (PartyMembers - 1))
I also want players to take more damage from monsters when they are in a party, by about 5% for each extra member, stacking additively.
ReceivedDamage = Damage * (1 + 0.05 * (PartyMembers - 1))
I'd be very grateful if someone could help guide me in the right direction on how to do this. I believe I could approach the problem by going into the end of the damage calculation code, count the number of party members and perform the operation. Something like:
damage = damage * (pow(0.66, p->party.count - 1))
And have this calculation only take place if the enemy is a monster.
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