• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:03
CEST 03:03
KST 10:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !10Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results1
StarCraft 2
General
MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple
Tourneys
2026 GSL Season 2 Qualifiers $5,000 WardiTV Spring Championship 2026 Maestros of The Game 2 announcement and schedule ! SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
(Spoiler) Interview ASL Ro4 Day 2 Winner Data needed Flashes ASL S21 Ro8 Review ASL Tickets to Live Event Finals? Pros React To: Leta vs Tulbo (ASL S21, Ro.8)
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues [ASL21] Semifinals A [BSL22] RO16 Group Stage - 02 - 10 May
Strategy
[G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6266 users

Math genius needed for game making - Page 2

Blogs > shannn
Post a Reply
Prev 1 2 All
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 06 2012 14:23 GMT
#21
On January 06 2012 19:52 evanthebouncy! wrote:
that is not what a mathmatician do. sorry


lol so true
neither programmers..
And all is illuminated.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 06 2012 14:27 GMT
#22
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..
And all is illuminated.
adwodon
Profile Blog Joined September 2010
United Kingdom592 Posts
January 06 2012 15:54 GMT
#23
On January 06 2012 23:27 freelander wrote:
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..


Some games will give you a bonus when facing lower enemies etc

I think just using the level isn't good though, instead just use the different charLvl - mobLvl to get some kind of multiplier ie 1.0, 1.1, 0.8 and just multiply the stats by that factor, simpler.

As far as tuning your numbers, don't be lazy, do it yourself.
People get to understand formulas by playing around with them and using them, not because they have some sort of magical innate ability.

Just make an instance where you can easily change the stats and play around to see what happens.
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
January 06 2012 16:23 GMT
#24
On January 06 2012 23:27 freelander wrote:
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..

If you actually read the comments I did that after some input from others already.

Then you'd have saved yourself time from actually asking and would know I had 0.0 experience in actually making a damage formula since it's actually my first game.

On January 07 2012 00:54 adwodon wrote:
Show nested quote +
On January 06 2012 23:27 freelander wrote:
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..


Some games will give you a bonus when facing lower enemies etc

I think just using the level isn't good though, instead just use the different charLvl - mobLvl to get some kind of multiplier ie 1.0, 1.1, 0.8 and just multiply the stats by that factor, simpler.

As far as tuning your numbers, don't be lazy, do it yourself.
People get to understand formulas by playing around with them and using them, not because they have some sort of magical innate ability.

Just make an instance where you can easily change the stats and play around to see what happens.

I know but asking for a very simple formula and try not tune too much would be much better and it can't hurt asking :D

Anyways I've actually made a separate project and just logging the values of each level's damage and stats vs other levels in the console for each touch input (so that I can generate multiple outputs).

This lets me see the damage output much better and faster by just watching it in the console and generate new damage outputs :D
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
THE_DOMINATOR
Profile Blog Joined April 2010
United States309 Posts
January 06 2012 17:05 GMT
#25
as someone already said modulo that shit!
DOMINATION
Excalibur_Z
Profile Joined October 2002
United States12246 Posts
January 06 2012 18:28 GMT
#26
You would probably do well to study some other games and see how they did it. Final Fantasy 6 for example used level^2 / 256 as part of its damage calculation. http://www.gamefaqs.com/snes/554041-final-fantasy-iii/faqs/13573

The calculation doesn't have to be exactly transparent (years of study went into FF6's system, for example) for the damage to be somewhat predictable, all you have to do is see to it that the numbers scale up appropriately as the game progresses. That is, level 3s probably shouldn't be doing 8x the damage of level 1s or you end up with insane numbers as levels increase.
Moderator
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
January 06 2012 20:34 GMT
#27
First of all this is not math at all. It's just experimentation.

Also, is the problem with how the "random damage" is generated, or is there something else? For the random damage part, just use a uniform distribution from A to B.

Say the "fixed damage" calculated from your formula is D. Then you can make A = -0.2D and B = 0.2D. Then your character will always do 80% to 120% of the "fixed damage".

It's also interesting to allow a character to modify the random damage part (similar to HoMM series).
https://twitter.com/SufficientStats
Zocat
Profile Joined April 2010
Germany2229 Posts
January 06 2012 21:16 GMT
#28
You approach the problem from the wrong angle. Or you dont post enough information

First you need to set some goals - aka design. And from there you find the needed formulas (that part is the math part - and contrary to what people said - it IS what mathematicians do).

Until now we know:
- Charlevel should be important
- Attack/Defense Power (an item attribute?) should play a role
- There should be a random component

What you should think of:
How many levels are there in game? 10? 20? 100? 256? 1000?
How big is the health pool? How does it change over levels? How many hits should it take to kill an enemy when both have the same level? How many hits when the level is different? Does this change (i.e. 5hits for 2 lv 1 chars fighting, 10hits for 2 lv 100 chars fighting)? How important should the random factor be?

Random thoughts:
Your RandomDamage looks horrible. Between 0 and Charlevel*10. Variance is way to high. i.e. a lv 100 char:
1, 2 vs 999, 1000 (depending how the HP scales this is a huge issue). Take Sufficiency's approach with his D.

CharAttackingBasePower vs Level:
Why do you need both? Both increase when a level up occurs (I assume). So you can eliminate one stat? If it's class dependant use a class modifier.
Grndr101
Profile Joined March 2011
Belgium125 Posts
Last Edited: 2012-01-11 06:55:33
January 11 2012 06:47 GMT
#29
So an idea about your design here. What a lot of games do is keep a list of attributes for different mobs at different levels, and also for characters.

This would look like this:

MainCharacter(level1(attack, defence, health,.. other attributes), level2(..),.... ..., levelMax(....))

Same for others, while this looks cluttering, a list like this is actually quite efficient in terms of speed and size. It also keeps your game less cluttered instead of using formulas based on level.

You'd simply have to have a function where it retrieves the useful char info and uses it in damage calculation. This also allows you to adjust your stats for items, buffs etc. pretty easily. Just pull out the base stats for level, then apply equipment buff/debuffs and you have an instance of the character ready for combat.

Just some thoughts here, tell me if I'm wrong about sth I said, I am not a professional.

EDIT: lol this got me even more fired up to get into programming again, so much fun designing a game
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#81 (TLMC 22 Edition)
PiGStarcraft458
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft458
CosmosSc2 46
RuFF_SC2 19
StarCraft: Brood War
GuemChi 6086
Artosis 630
Dota 2
monkeys_forever709
NeuroSwarm106
LuMiX1
Counter-Strike
fl0m4331
Super Smash Bros
hungrybox485
AZ_Axe108
Other Games
summit1g9793
Day[9].tv913
shahzam806
C9.Mang0484
Maynarde87
UpATreeSC66
ViBE43
Organizations
Other Games
gamesdonequick711
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 77
• davetesta56
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Pr0nogo 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1805
• Day9tv913
Upcoming Events
Replay Cast
7h 57m
Replay Cast
22h 57m
The PondCast
1d 8h
OSC
1d 8h
Replay Cast
1d 22h
RSL Revival
2 days
OSC
2 days
Korean StarCraft League
3 days
RSL Revival
3 days
BSL
3 days
[ Show More ]
GSL
4 days
Cure vs herO
SHIN vs Maru
BSL
4 days
Replay Cast
5 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-05-12
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.