I love how terrible y'all are at detecting secret blogs.
But that just means you hate me ;-;AHNYWAIHere are a bunch of RPG notes that I'll probably never use and Kilin won't takeformula time bitchesExperience formula:( Lv3 / 8 ) + ( Lv2 / 4 ) + 2To get to level 2: 4Lv 3: 9Lv 4: 18Lv 10: 227Lv 15: 733Lv 20: 1702Lv 25: 3283Lv 30: 5627A character that levels faster or slower can have the values multiplied by 0.95~1.1 or something.Stat formula2 + ceil(base / 50) + Lv * ((2base+lv)/3)/99 or 30, since the max Lv is 30Given MaxLv is 30 instead of Lv. 99Taizen Chisou with base STR of 60 has an effective STR stat of 4 at level 1, and 53 at Lv 30.Attack and defense formulaGiven attack is independent of strength, Attack stat can be conceptualized by the driving force behind all of your bullets.Let's say a standard shot has ATK 8, and this is before you hit a Shot Lv Up level.Sqrt( Str ^ 2 * ATK )Lv 30 Taizen has 53 STR.Sqrt( 53 * 53 * 8 ) = 149.9 ~= 150Damage formula:( Atk / 2 ) - ( Def / 4 )If an enemy has a preset Defense value of 40,(150/2)-(40/4)75-10 = 65 DamageNow, endgame enemies should be packing thousands of HP :VWith the standard rate of fire, any lower and your enemies are about as resiliant as vanilla pudding.Let's say a bullet had 9 attack instead.That correlates to Taizen having exactly 159 attack power, and dealing 70 damage.Sixteen?212 attack, 96 damage.How utterly amusing.Now, HP is calculated like this:Base + Level * (Base * 15 + 2 * Endurance)/Maximum levelLet's say Taizen's EN is 36, and HP base is 35.That gives him 636 HP.Calculate his defense- let's say that 'armor' was dependent on the character, and that Taizen's was 12.Sqrt( 36 * 36 * 12 ) = 124.7So 125 defense.An enemy has 42 ST and a specific type of enemy bullet has 80 attack.Sqrt( 42 * 42 * 80 ) = 375.6376 attack against 125 defense results in 157 damage.That seems like an enemy to watch out for, because that'll kill you in five hits.——————–Yes, I am rather bored. I've been putting together these formulas, but nothing wil be made of them, so I'll brand them "public domain" or something.IGNORE ME
The reason I said I won't use them is because I already have formulas that accomplish the same thing. And they look quite similar, too. Plus, the 64DCG isn't using stats like that, nor does it have need for RNG on damage.
Remember, the elements I'm using are the level and party systems, for now. Imagine damage RNG in bullet hell. That would be quite unnecessary and I'm not sure how to effectively seed it. And you know how unseeded randoms are in bullet hell. =|Also, consider things like shot levels a "powerup" in Touhou. It's not the damage that changes, just the pattern.Though I *could* do damage increases, but they'd have to be subtle to be fair.Player health is based on difficulty. Though I'm strongly considering giving each character stats.The beauty of it is that there is no random whatsoever :V
Everything is set in stone.I wasn't lying about having made these formulas weeks ago, back when my idea about a girl who worked for Death was a game instead of a comic book.At least when I totally rip it off (because I did try this a long time ago >_>) it'll feature this system.Oh, nostalgia. I forget that LS midboss Nategasa comes from that build.Also, damage was based on your level. It was horrible."Jerk" is in the job description.
Wow. I never knew that experience mechanics in games were that complicated.
They can be :P
A lot are really simple, like two from Pokemon are x cubed, and x cubed * 1.2.…but two more are piecewise functions…