Defense is calculated the same way regardless of the type of attack:
The only thing that changes is which defense stat to use.
As for damage, this is what we came up with for BNW, but it's obviously tuned to the vigor and battle power scaling we implemented:
Outside of a lucky crit, I'm not sure it's possible to damage cap with a physical attack in BNW since we also capped levels at 50.
Still, coming up with a good formula would require knowing how stats and equipment scale. I think the best way is to create some benchmarks at various points in the game (that is, what you're expecting the average character to look like at certain levels, including equipment) and run some numbers that way to see if the damage falls within your expected or desired range. We also ran some extreme numbers (the highest possible vigor/strongest weapon at a certain point in the game) to make sure the high-end values didn't get out of hand.
We didn't touch the magic damage formula, but I think the approach would be similar.
The other consideration is what this would do to enemy damage. Because enemy vigor is generally static (it's a random number between 56 and 63), we allowed them to use the default physical damage formula to make their damage output easier to adjust in usME.
Code:
Damage = (Damage * (255 - Defense) / 256) + 1
The only thing that changes is which defense stat to use.
As for damage, this is what we came up with for BNW, but it's obviously tuned to the vigor and battle power scaling we implemented:
Code:
Dmg = 2Vgr + BatPwr + ((Lv^2 * Vgr / 16) * (BatPwr / 16)) / 24
Outside of a lucky crit, I'm not sure it's possible to damage cap with a physical attack in BNW since we also capped levels at 50.
Still, coming up with a good formula would require knowing how stats and equipment scale. I think the best way is to create some benchmarks at various points in the game (that is, what you're expecting the average character to look like at certain levels, including equipment) and run some numbers that way to see if the damage falls within your expected or desired range. We also ran some extreme numbers (the highest possible vigor/strongest weapon at a certain point in the game) to make sure the high-end values didn't get out of hand.
We didn't touch the magic damage formula, but I think the approach would be similar.
The other consideration is what this would do to enemy damage. Because enemy vigor is generally static (it's a random number between 56 and 63), we allowed them to use the default physical damage formula to make their damage output easier to adjust in usME.
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Brave New World
Brave New World