[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vr/ - Retro Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: IMG_8569.jpg (158 KB, 654x918)
158 KB
158 KB JPG
Is there any database containing the damage (and other) formulas used by JRPGs? I haven’t found any and it seems like it would be interesting to examine and compare different formulas.
>>
I mean some games have dissassemblies, like Dragon Quest 2 and I think Final Fantasy 1 as well
>>
>>11494213
Look for Algorithm FAQs over on GameFAQs. Those usually have damage formulas.
>>
>>11494213
Most I imagine are [coefficient×attack/m. Attack]-enemy def or [attack-def]*coefficient

Spells/skills would have their own coefficient and "attack" command would have it set to 1. Attributes tend to just add flat attack.

They are not like MMORPG or disorder with several layers of adding and multiple
>>
>>11494213
Here's a nice one for Robotrek
https://www.thesupersnes.tv/compendium/robotrek/calculator/
>>
>>11494213
What the fuck is that pic?
>>
>>11494904
Some obscure Dr. Slump spinoff game
>>
>>11494909
Obviously I know what Chrono Trigger is, but I wonder what that Edit is trying to represent or what it refers to. It seems like a specific reference to something to me
>>
>>11494954
My guess is that the author thinks it would be cool if there was a 32X exclusive Chrono Trigger spinoff about Lucca. Reminds me of Misadventures of Tron Bonne
>>
>>11494959
>Could LUCCA'S ROBOTICS LABORATORY have SAVED the 32X!?!?
>>
>>11495361
No, but it would've saved the Saturn
>>
>>11494959
well, that would be pretty cool. cooler than what they ended up doing with her anyway.
>>
I appreciate the answers. A bit of a shame there isn't a centralized repository for this sort of info but I can't say I'm surprised.

Random example of this stuff for anyone else interested, for most Dragon Quest games the algorithm for basic damage is:

(Attack / 2 - Defense / 4) x (random value between 0.8 and 1.2)

The formula itself is extremely simple, but why isn't the first part just (Attack - Defense / 2)? The conclusion I've come to is that doing it this way allows your stats to soar to big numbers (cool, leveling up feels better because of that!) while the numbers that are used in battles stay lower, and thus more comprehensible - and even more predictable especially during the early game.

I think the "number flow" side of rpgs is pretty unexplored in terms of critical analysis, but figuring out how this sort of thing affects the experience is interesting to me.

>>11494904
I just needed an image for the thread so I did an image search for "Lucca" because she's from an rpg and does stuff with machines so using an image of her for a thread about rpg mechanics felt appropriate. I just grabbed the first image I thought looked nice.
>>
>>11495848
>The formula itself is extremely simple, but why isn't the first part just (Attack - Defense / 2)? The conclusion I've come to is that doing it this way allows your stats to soar to big numbers (cool, leveling up feels better because of that!) while the numbers that are used in battles stay lower, and thus more comprehensible - and even more predictable especially during the early game.

Yes this is something I really appreciate about Dragon Quest, the games keep a tight balance and dealing with predictable small numbers makes the player feel in control. I also like how for the first 4 games every time you end up stronger than you were in the end of the previous game; this stopped being the case with 5 though

Anyway the other advantage with dealing with small numbers is not going beyond the 255 cap and thus not having to deal with an extra byte and 16-bit data for every stat. The only thing that go beyond that in the early DQ games are money and experience, which are added or in the case of experience for a single enemy use a base stat through a multiplier
>>
heres a writeup on earthbounds battle system formulas
https://starmen.net/mother2/gameinfo/technical/equations.php
>>
>>11494904
>>11494909
Nintendo PlayStation
>>
>>11494213
It depends on the game, Wizardry damage was just raw dice rolls while jrpgs tend to be more lenient with less luck involved (but at the same time more boring due to less significant rng),
>>
>>11495396
I liked how she was in Xenogears for no reason.
>>
>>11495904
>in the case of experience for a single enemy use a base stat through a multiplier
Can you please elaborate on this?
>>
>>11496249
On the one hand I respect the thought that went into these, making the algorithms reflect different aspects and what should logically happen when different attempts are made.

But actually playing the game I just assumed random shit like running away was just a random low % chance. I get why this stuff is hidden from the player but I also feel like it shouldn’t be.
>>
>>11496412
Lucca confirmed to have survived the orphanage fire
>>
>>11496412
Xenogears is the real CT2



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.