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Power And Speed
Topic Started: Oct 10 2009, 07:19 PM (220 Views)
OldAndroid17
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A person with a more powerful punch isn't always the stronger one. The overall strength involves things such as an arm wrestle, say, but when punching it's the speed of the punch (or kick etc.) which gains the momentum. The more momentum, the more it will 'hurt'.

So how about Speed taking a part in physical attacks?

What I was thinking is:

Say the multiplier for a punch is Strength * 0.05

Example: 1000*0.05 = 50

50 is the damage done.

What if Speed came into this? When an attack is not blocked, dodged, countered etc. and it hits freely, a speed bonus comes in.

The formula would be Speed divded by 10,000.

So if someone's speed is 1000, divided by 10,000 the bonus multipler would be 0.1.

Now, as I said above, 1000*0.05 = 50 Damage

With the speed multiplier of 0.1, you use the formula Damage*Multiplier

In this case, that is 50*0.1=5

The next step is Damage + Bonus
50 + 5

The new damage, with the speed bonus, is 55.

PS: I'm really scared I'll get abusive feedback from wanting to tamper with the battle system lol
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Seta
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My general thoughts on this (Not exactly arguing against but just pointing out) We already have to do a bit of math when battling to calculate power level (transformatioons/piower ups, stances, etc.,) , stamina/fatigue, attack strength, and ki usage. Adding another formula on top of that would make a system that is already complicated to some people even more complicated. It seems like an interesting idea over all, but one also has to assume if they are 2x or 3x as fast as an attacking opponent, that all the strength in the world probably won't matter if you can't connect.

With that said, the formula you have posed confuses the hell out of me. But on the other hand I've never been great at understaning mathematical formulas.
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OldAndroid17
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Basically:

Speed = 1000
Strength = 1000
Punch Multipler = 0.5
Damage: 50
Bonus: 5

1000*0.5=50

1000 divided by 10,000 = 0.1

50*0.1 = 5

50+5 = 55 (New Damage)

And, I see your point, it just involves more stats work which could possibly cause RP to lack. And the formula's are confusion. It was just a suggestion and I saw the problems just thought I'd give it a shot. Thanks for the feedback.
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OldGoku222
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Now that you are on that point. Is there a fixed structure on calculating damage like you did with the punch?
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Seta
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Don't get discouraged though 17. We do appreciate members coming up with unique additions to the site. Unfortunately we can't implement every single one for a variety of different reasons (complicated/would break the system/easily abused, etc.,)

@Goku: There is no fixed structure. There are damage ratings which refs have to take into account but for the most part you have to rely on the judgementt of your ref for the amount of damage you take.
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jennabug
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It's a good idea, and a sensible one, but it wouldn't work for a system with no set damage counter.
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nirvana4748
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The thing is we don't use a mathematical system for fights in battles for the most part. Ki attacks are about the extent of it.
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Alex
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17, that's a really good idea and I've been thinking about upgrading the physical attack system for quite some time but I just don't think this RPG should be about math formulas. Someone else asked if there was any structure to calculate damage and the answer is no. That's not what the RPG is about. The RPG is about roleplaying first and foremost. All battles are different and all situations are different. Just straight up punching someone in the face would cause less damage than if you punched someone while you were falling backwards therefore it would be impossible to have a straight damage formula for something like that. Good idea, though.
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