Why not >:3
guess it’ll be spherical
also i might’ve finalized the weapon scaling formula:
damage * (1 + (((str * 0.5) + (psy * 0.5))/1000))
iirc the formula makes it so that for example…
-
if the attacker and victim have 0 in all stats, then a weapon attack for example does 10% of the victim’s health
-
if the attacker and victim have maxed stats (1 quadrillion), then that same weapon attack does 1% of the victim’s health
basically from 1x at early game with 0 stats to 0.1x at end game with maxed stats (not exactly due to the 100 health and 1 offset or whatever but in quadrillions it doesn’t matter)
finally done with crystal lord
holy shit i’ve added like 6 weapons since the last update (that’s so little)
also i really don’t want to spend much effort only to end up making a fucking mid/high tier weapon; legend/mythic tier weapons deserve the love of a shitty modeler (i’m too poor to afford a better one)
Sweet weapon model :D!
Yo where can I play this
uhhh lemme find the link but it was last updated quite a while ago
Avolition go brr
Not a bad game so far, I think you’d benefit from a custom tool bar. Something like this: Custom Hotbar / Toolbar - Open-Source - Community Resources - Developer Forum | Roblox
It’ll make the stat increase tools look less jarring
Magic system is an interesting addition to the game as well :0
Visuals are quite nice
Edit: Magic visuals are really nice (I tossed the sun at you, I hope you don’t mind)
i just realized that even with all i have, there’s 1 core feature missing…
CHARGING YOUR MAGIC FOR LONGER DOESN’T EVEN INCREASE THE DAMAGE (I DIDN’T ADD THAT YET LMAO)
holy shit it’s been a long while…
i was 15 when i first worked on magic power simulator and i’m almost 17 now lmao
also the math is fucking me over hard; i need to remake all my damage scaling formulas
i really don’t want to work on the max weapon/max utility logic (it’s so fucking messy) to the point i’ll just remove the separation and allow for up to 5 weapons or 5 utility (mix and match any)
i might need math help
so i’m fucking around with scaling formulas but i realized i might need logarithms (current damage/health scaling formula)
here’s how it currently looks like:
- health: 100 + durability
- damage: basedamage * (1 + ((n) str + (1 - n)psy)/1000) (there might not always be str and psy, depending on what the attack scales on)
i wanted it originally so that at quadrillion endgame, an attack with 10 base damage would do around 1% of enemy health while it would do 10% at 0 stats for both parties (attacker and victim). i got that but turns out the 10% to 1% happened too quick.
it’s hard to explain and it’s math heavy.
the new damage scaling might use logarithms in their scaling. god wtf is this? also i’ll be lowering the max stat cap from 10^15 (quadrillion) to 10^12 (trillion).
I’d recommend graphing out your damage equation so you can visually see where it starts to taper and drop off:
This way you can play around with the variables until you find an equation you like
whats the difference with this and desmos lol
Same thing, just another way to graph out equations .3.
You can use which ever you prefer