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What would you prefer we do for the Battle System? |
Leave it as is |
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69% |
[ 9 ] |
Substitute some of the multiplication with addition/subtraction |
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30% |
[ 4 ] |
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Total Votes : 13 |
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Posted: Fri Aug 14, 2015 10:28 pm
Hey guys! We're working on some upcoming updates, but we wanted to get some feedback on a few things, including the Battle system, while we do.
We've had quite a few comments on the amount of math involved in the Battle system.
So, we're considering making some adjustments, particularly in reducing the amount of multiplication/fractions/etc that would be involved, and substituting it with more addition/subtraction. This might also solve a few of the potential problems we've been noticing with over powered combinations and the like, so we'd greatly appreciate your feedback and input in the poll : )
If neither of the above options work for you, please feel free to make suggestions, too! ^^
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Posted: Sat Aug 15, 2015 1:19 am
I actually really like the current battle system. Granted it takes some getting used to but I feel that its just about straight and to the point. Besides that even in the games people have ridiculous combos and stuff, thats why there is a ban list. I mean regardless of if we change it or not there will alaways be a way to have a Ratatta lvl 1 beat a lvl 100 Arceus. Is it fair? Hardly but it can still happen
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Posted: Sat Aug 15, 2015 7:05 am
I agree with Koukaze. It serves as a barrier for cheaters, and god-modding. It keeps things fair. I love the math that is incorporated into the battle system. I would love to keep it the way it is.
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Posted: Sat Aug 15, 2015 12:31 pm
I've liked this system so far, especially multiplying instead of just adding a flat rate of damage (because that makes type effectiveness very important). Could I ask what some of the overpowered combinations are? If I could see the way they work I might have a better understanding of the situation
I can see how the system is confusing. I dunno if this sort of thing would help anyone out, but I think of it as:
Total Damage = Attack Damage - Defense
Attack Damage = (Move Base Power + Pokemon base power) x (Attack modifiers + Type Effectiveness )
Defense = Pokemon base defense x Defense modifiers
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