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DMGregory
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basic mathematical question about RPG attributes How to implement diminishing returns for multiplicative character stats?

I'm very bad at math, ridiculously so.

  I'm making attributes that work as multipliers.

1 Agility means : animation speed * agilityanimation speed * agility, movement speed * agility movement speed * agility and dodge skillsskill cooldowns are divided by agility

whichWhich means that 1 point in agility, grants you the basic and default movement and cooldowns for evasive and dodging skills.

1 Strength means :

Your Bodybweightbodyweight is multiplied by Strength since in real life weight is the base of strength. so

So how much weight you can lift, push, throw, carry and hold is literally just your mass multiplied by strength.

like aA character of 60kg with strength of 1 can only lift 60kg at most, which is representative of light skinny and weak people in real life.

and sinceAnd also since pulling and holding applies, a character with a strength lesserless than 1 will not be able to climb or hold themselves onto ledges, because 1 means you can lift up to your own bodyweight minimum.

Math question here

I want attributes to be increased by spending points, each point. Each point at first increases the value of an attribute from let's say 1.0 to 1.1.... and then each subsequent point loses value and being less effective, let's say 70% as effective as the previously spent point.

soSo the first point will be 0.1 and the second 0.07 and so on just as an example...

howHow can I tell a software to do that?

basic mathematical question about RPG attributes

I'm very bad at math, ridiculously so.

  I'm making attributes that work as multipliers

1 Agility means : animation speed * agility, movement speed * agility and dodge skills cooldowns are divided by agility

which means that 1 point in agility, grants you the basic and default movement and cooldowns for evasive and dodging skills

1 Strength means :

Your Bodybweight is multiplied by Strength since in real life weight is the base of strength. so how much weight you can lift, push, throw, carry and hold is literally just your mass multiplied by strength.

like a character of 60kg with strength of 1 can only lift 60kg at most, which is representative of light skinny and weak people in real life.

and since also pulling and holding applies, a character with a strength lesser than 1 will not be able to climb or hold themselves onto ledges, because 1 means you can lift up to your own bodyweight minimum.

Math question here

I want attributes to be increased by spending points, each point point at first increases the value of an attribute from let's say 1.0 to 1.1.... and then each subsequent point loses value and being less effective, let's say 70% as effective as the previously spent point.

so the first point will be 0.1 and the second 0.07 and so on just as an example...

how can I tell a software to do that?

How to implement diminishing returns for multiplicative character stats?

I'm very bad at math, ridiculously so. I'm making attributes that work as multipliers.

1 Agility means : animation speed * agility, movement speed * agility and dodge skill cooldowns are divided by agility

Which means that 1 point in agility grants you the basic and default movement and cooldowns for evasive and dodging skills.

1 Strength means :

Your bodyweight is multiplied by Strength since in real life weight is the base of strength.

So how much weight you can lift, push, throw, carry and hold is literally just your mass multiplied by strength.

A character of 60kg with strength of 1 can only lift 60kg at most, which is representative of light skinny and weak people in real life.

And also since pulling and holding applies, a character with a strength less than 1 will not be able to climb or hold themselves onto ledges, because 1 means you can lift up to your own bodyweight minimum.

Math question here

I want attributes to be increased by spending points. Each point at first increases the value of an attribute from let's say 1.0 to 1.1.... and then each subsequent point loses value and being less effective, let's say 70% as effective as the previously spent point.

So the first point will be 0.1 and the second 0.07 and so on just as an example...

How can I tell a software to do that?

added 10 characters in body
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Cei
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I'm very bad at math, ridiculously so.

I'm making attributes that work as multipliers

1 Agility means : animation speed * agility, movement speed * agility and dodge skills cooldowns are divided by agility

which means that 1 point in agility, grants you the basic and default movement and cooldowns for evasive and dodging skills

1 Strength Your means :

Your Bodybweight is multiplied by Strength since in real life weight is the base of strength. so how much weight you can lift, push, throw, carry and hold is literally just your mass multiplied by strength.

like a character of 60kg with strength of 1 can only lift 60kg at most, which is representative of light skinny and weak people in real life.

and since also pulling and holding applies, a character with a strength lesser than 1 will not be able to climb or hold themselves onto ledges, because 1 means you can lift up to your own bodyweight minimum.

Math question here

I want attributes to be increased by spending points, each point point at first increases the value of an attribute from let's say 1.0 to 1.1.... and then each subsequent point loses value and being less effective, let's say 70% as effective as the previously spent point.

so the first point will be 0.1 and the second 0.07 and so on just as an example...

how can I tell a software to do that?

I'm very bad at math, ridiculously so.

I'm making attributes that work as multipliers

1 Agility means : animation speed * agility, movement speed * agility and dodge skills cooldowns are divided by agility

which means that 1 point in agility, grants you the basic and default movement and cooldowns for evasive and dodging skills

1 Strength Your Bodybweight is multiplied by Strength since in real life weight is the base of strength. so how much weight you can lift, push, throw, carry and hold is literally just your mass multiplied by strength.

like a character of 60kg with strength of 1 can only lift 60kg at most, which is representative of light skinny and weak people in real life.

Math question here

I want attributes to be increased by spending points, each point point at first increases the value of an attribute from let's say 1.0 to 1.1.... and then each subsequent point loses value and being less effective, let's say 70% as effective as the previously spent point.

so the first point will be 0.1 and the second 0.07 and so on just as an example...

how can I tell a software to do that?

I'm very bad at math, ridiculously so.

I'm making attributes that work as multipliers

1 Agility means : animation speed * agility, movement speed * agility and dodge skills cooldowns are divided by agility

which means that 1 point in agility, grants you the basic and default movement and cooldowns for evasive and dodging skills

1 Strength means :

Your Bodybweight is multiplied by Strength since in real life weight is the base of strength. so how much weight you can lift, push, throw, carry and hold is literally just your mass multiplied by strength.

like a character of 60kg with strength of 1 can only lift 60kg at most, which is representative of light skinny and weak people in real life.

and since also pulling and holding applies, a character with a strength lesser than 1 will not be able to climb or hold themselves onto ledges, because 1 means you can lift up to your own bodyweight minimum.

Math question here

I want attributes to be increased by spending points, each point point at first increases the value of an attribute from let's say 1.0 to 1.1.... and then each subsequent point loses value and being less effective, let's say 70% as effective as the previously spent point.

so the first point will be 0.1 and the second 0.07 and so on just as an example...

how can I tell a software to do that?

Source Link
Cei
  • 873
  • 8
  • 21

basic mathematical question about RPG attributes

I'm very bad at math, ridiculously so.

I'm making attributes that work as multipliers

1 Agility means : animation speed * agility, movement speed * agility and dodge skills cooldowns are divided by agility

which means that 1 point in agility, grants you the basic and default movement and cooldowns for evasive and dodging skills

1 Strength Your Bodybweight is multiplied by Strength since in real life weight is the base of strength. so how much weight you can lift, push, throw, carry and hold is literally just your mass multiplied by strength.

like a character of 60kg with strength of 1 can only lift 60kg at most, which is representative of light skinny and weak people in real life.

Math question here

I want attributes to be increased by spending points, each point point at first increases the value of an attribute from let's say 1.0 to 1.1.... and then each subsequent point loses value and being less effective, let's say 70% as effective as the previously spent point.

so the first point will be 0.1 and the second 0.07 and so on just as an example...

how can I tell a software to do that?