Formula principle: Damage = attack damage * Attack/(attack + target defense)
dmg=atk*atk/(ATK+TARGETDEF)
Use case:
This formula is a World of Warcraft formula, and the damage avoidance rate becomes a dynamic result, which is associated with both the attacking side's attack and defensive defenses.
, the red line represents the function curve of damage on the attack, and the orange color represents the function curve of the damage on the defensive force. From the analysis of these two functions, the damage gain of the curve approaching line is 1 points when the attacking side attack is greater than the defensive defense Force. When the defensive side is smaller than the attacker's attack, the curve is close to the straight line and the damage from each point is reduced to 0.5 points, in general terms. So using this damage formula, when we design character attributes and the growth of attributes, we try to control ATK more than Def, so that the results look good.
Game Damage Algorithm Division formula (3)