MMORPG Combat System Design (2) -- Damage

Source: Internet
Author: User

Original article: http://blog.sina.com.cn/s/blog_574bf3ac0100e2v5.html

This article is the second chapter of MMORPG combat system details. You are welcome to participate in the discussion.

Chapter 1 injury

Since most combat systems use attributes as their core elements, why should we start with damage design? This is because the Combat System-related attributes will eventually be applied to the process where attackers launch attacks and are harmed by them, different types of attacks and different types of damage have their own mathematical models. Only by studying different forms of attack and different forms of damage can we understand which attributes play a role. The ultimate goal of this article is to theoretically study how to build a Chinese DND system framework, and the process of building this framework must begin with the core rules of the game. Therefore, we will first explain the content related to injury. After combining the attack form in the next chapter, we will detail the entire Combat Process in Chapter 4. After learning about the entire combat process, we will introduce the specific attribute design related to the combat system, thus laying the foundation for building our own DND system.


2.1 Damage Definition

In MMORPG, reducing the attribute of the other party or changing the state of the other Party through attacks is regarded as a kind of damage. The attack mentioned here can be an attack of any form, and the attack described here is "Reducing the attribute of the other party ", it may be a reduction in the life value, a decrease in the magic value, a decrease in the speed, or a decrease in combat or defense capabilities, the "changing the status of the other party" mentioned here refers to the role statuses such as Vertigo, petrochemical, sleep, hard straight, float, and dumping.

Some attack forms will cause damage to one enemy, and some attack forms will cause damage to multiple enemies. In this chapter, the analysis of the damage forms is to be analyzed by attackers, that is to say, it is analyzing the damage to an enemy.


2.2 damage type

In general, there are three categories of damage in the game. They are divided by the duration of the damage. Each type can be designed with multiple types of damage:

2.2.1 instant damage:

can be used in the moment when the injury occurs (at the point in time when the injury occurs) this reduces the other's life or magic values. It is the main means to hurt the enemy. Such damage will not cause any other or subsequent impact.

example: physical injury, puncture injury, cold injury, flame injury, lightning damage, instantaneous toxin injury, vitality injury, sacred injury, shadow injury, additional injury, additional injury to AA (only for a certain race valid damage), percent damage reduction, crushing damage, reducing mana damage, percent damage reduction.

Interface Description: XX, XX % XX, and XX

some special instantaneous damages do not change the enemy's life or magic values, for example, changing the current coordinates of the enemy or permanently reducing an attribute of the enemy.

2.2.2 sustained injury:

Within a period of time after the injury occurs (consecutive time points starting at the next time point of the injury), the other party's life or magic values are continuously reduced. This type of damage will not cause any other impact.

For example: Frozen Damage, burning damage, electric shock damage, continuous toxin damage, bleeding damage, continuous magic damage reduction

Interface Description: XX: y.y

Sustained damage is essentially a series of instantaneous damage processes. Because it does not produce any damage at the time when the injury occurs, it can be combined with an instant injury to form a combination of the damage types starting from the time when the injury occurs, see section 2.4.

2.2.3 temporary injury

Temporary injury is a sustained injury for a period of time, which is a completely continuous process, rather than a sustained injury at multiple points in time. Temporary damage can be divided into temporary property damage reduction and temporary state change damage based on the Damage object's properties.
1) Temporary attribute damage reduction:

Within a period of time after the injury occurs, it causes a temporary decrease in certain attributes of the other party (such as speed and resistance), also known as debuffer. Other damages contained in this attack will not be affected.

For example: slowing down attacks, slowing down movement, slowing down all speeds, reducing resistance, reducing strength, agility, reducing intelligence, reducing attack intensity, reducing defense intensity, reducing physical damage, reducing overall resistance, and reducing percentage all resistance, armor reduction, percent reduction of attack accuracy, percent reduction of projection Accuracy

Interface Description form: XX % reduces XX to y.y seconds, XX to y.y seconds, and XX to y.y seconds.
2) temporary state change damage:

Within a period of time after the injury occurs, the other party enters a basic or special state.

A) basic status: Move layer: Stop, move forward, move backward, move left, move right

Posture layer: standing, sitting, walking, running, riding

Action layer: idle, combat, cast, manufacturing, gesture, birth, and death

B) Special statuses: Alert, hard-forward, float, knock-down, fight back, vertigo, petrochemical, ice-closed, blow-up, sleep, chaos, fear, control of consciousness, ridicule, banned demons, etc.

C) animation form of death: flying, freezing, crushing, dumping, burning, etc.


2.3 primary and secondary damage values of the damage type

Any type of damage has a primary damage value, which indicates the damage strength. Some types of damage also have a secondary damage value, which is used to indicate the duration or strength of some additional effects. The final damage effect, that is, the degree or duration of the attribute decrease of the other party or the duration of the State, is jointly determined by the damage value and the current attribute of the other party. Many damage values are very simple. For example, the primary damage value of "30 flame damage" is 30, and the primary damage value of "2.0 seconds Vertigo" is 2.0, the main Damage Value of "25 reducing combat capability for 3.0 seconds" is 25, and the secondary damage value is 3.0. The primary injury value of a sustained injury is the damage value per second. For example, the primary injury value of "60 frozen injuries within 3.0 seconds" is 20, and the secondary injury value is 3.0. For some damage types with percentages, such as "30%
Reduce the enemy's life. The main damage value is the percentage: 30%. Similarly, the main damage value for "20% reduction resistance lasting 4.0 seconds" is 20%.

The primary or secondary damage values of some types of injuries must be calculated through the attributes of both sides of the attack and defense during the battle. For example, when a wound is torn in D2, the main damage value is calculated based on the level of both the Attack and Defense sides. The damage value is fixed to 8 seconds based on the unit type of the attacked side.

2.4 combination of damage types

Some damage types are combined with other types of damage, which is called a combination of damage types. For example, Frozen Damage (instant damage) may often be associated with frozen deceleration damage (temporary property damage), instant toxin damage may be associated with sustained toxin damage and toxic deceleration damage, physical damage (instant damage) it may be associated with additional damage (instant damage ).

The basic damage of each type in a combination of injury types operates independently and is triggered by the same attack. The "injury trigger effect" mentioned later is different.

2.5 change the damage type

Sometimes, the damage type is converted to another type of damage before it is implemented as needed, which is usually set in certain weapons and skills.

For example, in a tq (Thai tour), a puncture ratio can convert part of a physical injury to a conversion puncture injury.

For example, in D2, the ice arrow skill converts the physical damage of a weapon to cold damage.

2.6 damage trigger effect

2.6.1 enhance the special effect of yourself when the injury occurs

Example:

A) xx % damage converted to life: multiply the damage caused to the enemy by XX % to convert it into your own life. For example:

Life leaching skill: add XX % of damage to the physical damage to the other party and convert it to life.

Life drain blood-sucking skill: the enemy will be subject to a vitality injury every 0.1 seconds during the duration of continuous skill cast on the enemy (vitality damage is instantaneous damage) and attach the damage to the converted life (triggered every 0.1 seconds ).

Super life drain super blood-sucking skill: After a skill is cast on the opponent, the enemy suffers a loss of energy (the loss of energy is a sustained injury) and attach the injury to transform the life (continuously convert the life to yourself during the duration of the sustained effect of the vitality loss injury ).

B) every time an enemy is killed, XX points of life are obtained: Add damage to the point at which we will kill the other party and convert it into life.

C) xx % damage conversion magic: similar to injury conversion life.

D) Conversion of damage to other properties: for example, when an enemy suffers property damage, our properties are temporarily enhanced.

As a matter of fact, these special effects are the enhancement of the enemy in the battle. We will not separate them into a single chapter, but explain them in the Skill Section in the form of attacks, this is because such skills play a major role in combat.

2.6.2 trigger another type of damage to the enemy when the damage occurs

Example:

A) Frozen Damage triggers Frozen Damage: When the instantaneous frozen damage is greater than 1/8 of the enemy's life value, the frozen damage (State damage) is triggered for 4 seconds.

B) mana burn skill: When instant mana damage (instant damage) occurs and the enemy's mana value is lost, the percentage of damage is immediately triggered Based on the damage result of the mana damage.

C) instant physical damage triggers instant mana damage: the magic value is also reduced according to a certain proportion when the physical damage is suffered.

D) Damage trigger hard straight: Set that the total damage suffered at a time point is greater than 1/16 of the enemy's life value, then the hard straight 0.2 seconds after the current time point

E) Damage trigger: Set a monster to experience a total of more than 1/4 of the total damage in 8 seconds, and then 3 seconds after the current time point.

2.6.3 trigger various forms of death when an injury occurs

Example:

A) damage is triggered to the ground: normal death to the ground.

B) Damage trigger: instant physical damage is more than 1/6 of the enemy's life value and less than 1/2 of the enemy's life value. If the enemy dies, it will fly.

C) damage trigger freezing: Damage causes the frozen enemy to die, and then the enemy to be frozen.

D) Damage trigger cracking: instant physical damage is more than 1/2 of the enemy's life, causing the enemy to die and cracking the enemy.

E) Damage trigger fever death: Flame damage or burning damage causes the enemy to die trigger fever death.

At the time of death, the movement direction and death form direction of the role's body are all related to the collision direction. The collision direction is described in Chapter 3rd.

2.6.4 power and probability of damage triggering

The power of the triggered injury can be related to the original basic injury or the original basic injury, and the probability can also be set through the formula. For example, we can set the probability of triggering a frozen slowdown damage to a function related to the level of both the attacking and defending sides. The probability of occurrence of a hard straight may be set to be related to the attack intensity and defense intensity of both parties.

2.7 basic injury and injury bonus

Basic damage is an instance (object) of the damage type ). The base injury must belong to a certain type of injury, and the base injury must have the primary damage value. The basic damage determines the basic damage value, for example, the "15 ~ 25 Damage refers to the basic physical damage that the weapon can cause between 15 and 25 points during the attack. Basic damage not only exists on weapons, but also comes from other equipment, artifacts, inlaid objects (spells or relics) and skills.

Before the final output of the damage, the base damage must be increased by the damage bonus. Each type of damage can correspond to a type of damage bonus. In general, the addition is always in the percent form. If other factors are not taken into account, the final damage output is equal to the value of the basic damage multiplied by (1 + corresponding damage bonus % ). For example, after 20 basic physical injuries plus 50% physical bonus, 30 is used. For the damage type with a secondary injury value, the damage bonus type can also be set to + XX % XX injury increase + YY % duration.

2.8 resistance and damage immunity

As the attacked party, there are also corresponding ways to reduce the damage of different types, that is, resistance. The effects of resistance are basically as a percentage to reduce the damage you are willing to bear. For example, if the physical damage output by the other party is 80 points and you have 30% physical resistance, only 80 * (1-30%) = 56 points of physical damage will be suffered.

If a resistance reaches 100%, the system will be completely immune to the corresponding damage type. However, in game design, resistance is sometimes limited. For example, in PVE, the PC resistance is set to a maximum of 80%, that is, if your resistance has exceeded 80%, When you calculate the damage, only 80% of the resistance will be calculated. Monsters may not have this restriction, so some monsters are set to completely immune to some type of damage.

Some damage types can reduce the resistance of the other party within a period of time, and some other skills can also reduce the resistance of the other party. Even if a type of resistance originally exceeds 100%, it can be reduced to less than 100% by means of reducing the resistance, so as not to be immune to the corresponding damage. In addition, if the player's resistance exceeds 80%, for example, when it reaches 120%, even if the opponent's resistance is reduced by 30%, there will still be 90%, rather than 50%. Of course, if a game designer wants a monster to be completely immune to a type of attack and does not want its resistance to be reduced to less than 100%, then he can set the monster's resistance to 300%.

The player's resistance is displayed as "current value/upper limit" on the interface, for example, "physical resistance: 120%/80%"

If the resistance is reduced to a negative value, the damage to the target user will be higher than the damage to the target user. For example, in the previous example, if the physical resistance is-30%, the damage is 80 * (1-(-30%) = 80*(1 + 30%) = 104.

2.9 decrease in duration

There is also a way to reduce the duration of the damage with a duration. The effect of reducing the duration is in the form of a percentage, that is, reducing the duration of a certain injury by XX %. Reducing the duration does not affect the damage per second.

2.10 probability of base damage, damage bonus, and resistance

Sometimes, basic damage, damage bonus, and resistance do not necessarily occur or take effect. There may be two situations:

First case: "X. X % probability launch: "(X. X % chance of :) below this line will be followed by a line or several lines of basic damage, damage bonus, resistance description. In this case, the subsequent description is either fully launched or not, and the possibility of full launch is x. x %;

Case 2: "x. x % probability starts one of the following:" (x. x % chance for one of the following :). Below this line will follow one or more lines of basic damage, damage bonus, resistance description. In this case, either one or none of the subsequent descriptions will be launched, and the possibility of launch will be X. X % (that is, there is (100-X. x) % of the possibilities are not initiated ). If the engine is launched, the probability of the launch is generally set to average.

2.11 how to design a specific form of injury

2.11.1 Number of damage types

In general, many types of damage and special effects are designed in the game system. In combination with the various attack forms described in the next chapter, the Combat System of the game has a lot of space to design. However, not all types of injury and special effects often appear in the game. Designers generally take physical and several element damages as the most common types of injuries in the game, with the associated bonus and resistance, you can also set whether to trigger more damage effects as needed. This makes it easy for players to get started with the game as soon as they come up, but when they go deep into the game, they will find that the game has many hidden and distinctive damage mechanisms.

One of the current problems in the design of MMORPG game damage types in China is that the number of damage types is too small, making players feel less interesting. The opposite example is that some enthusiastic arpg designers outside China will design a large number of damage types to make beginner players at a loss. As mentioned above, the rational design of injury types should not only take care of the primary players to highlight the primary injury types, but also take care of senior players to enrich and feature the damage mechanisms.

2.11.2 set damage bonus, resistance, and duration reduction values

Why is damage bonus, resistance, and duration reduction not designed in the form of value-added or impairment as a percentage? This is related to the level design and attribute growth rate of a person. In MMORPG, the growth rate of a person's strength is usually based on an proportional series (why is this design described in the Value Setting and value balancing ). Therefore, in MMORPG with a large level difference, the effect of adding or subtracting a value from a higher level is much different from that of a lower level, compared with proportional addition reduction, the correlation between value-added and level is higher, and the design complexity is greater, while the two methods achieve the same effect. Therefore, we usually use the percentage method to correct the damage value.

If the dual increase of design value-added and percentage-added values is greater, such as D2, It is not described here for the time being, if you are interested in the formula design, refer to the numerical Formula Design of the combat system in Chapter 6th.

2.11.3 Design of damage formula

Through understanding the previous content, we can design a specific damage formula, for example:

A) physical injury formula:

A = basic physical damage * (1 + Physical bonus % + total damage bonus %) * (1 + power/500)

B = A * (1 + specific race injury bonus %) * (1-percentage reduces total damage %)-reduces physical damage-reduces total damage

Eventually caused damage = B * (1-physical injury resistance %-all injury resistance %)

The basic physical injury base, physical bonus, all injury bonus, power, and specific race injury bonus in the above formula are the current attributes of the PC. Reducing the total damage, reducing the physical damage, and reducing the total damage is the current effective debuffer for the enemy's PC. Physical damage resistance %, all damage resistance is the current property of the enemy. In addition to strength, we have not explained in detail in the previous content. We have learned about other damage-related attributes.

B) formula for reducing the damage caused by blood damage in percentage:

A = XX % * (1 + specific race injury bonus %) * (1-percentage reduction of all injuries %)-reduction of all injuries

Final damage = A * (1-all damage resistance %) * current enemy's life value

In the above formula, we did not set the damage bonus and resistance directly related to it, but the specific race injury bonus still takes effect, the debuffer for reducing the total damage % and reducing the total damage still takes effect, and the total damage resistance also takes effect. At the end, we will multiply the percentage of the damage by the current life of the enemy, which is the final effect of the damage.

In the fifth chapter, we will detail the internal attribute design of such figures. The impact of the damage formula on the current Mmorpg is usually small. First, to reduce the complexity of the system, the second reason is that the MMORPG we are currently in contact with is mainly derived from the western DND system. They pay more attention to the damage capabilities of weapons and magic skills rather than the internal factors of characters. The Mathematical Model of China's martial arts MMORPG can be used as a breakthrough. Our martial arts culture focuses more on individual cultivation, the power of spells, martial arts, and weapons and equipment must be greatly affected by individual repairs. In chapter 5, we will further analyze the problem.

now, we have analyzed the problems related to the damage, in the next chapter, we will explain the source of injury-attack.

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