#Could I get some help scaling damage in a game?

5 messages · Page 1 of 1 (latest)

mellow plaza
#

In the game I'm balancing, weapons can spawn with modifiers that boost damage. There are 7 of these modifiers. Each modifier adds 12% damage or so by itself. The more modifiers the rarer the weapon is. I'd like to make it so the guys with 3 modifier weapons aren't completely stomped by guys with 4+ modifier weapons. I'd like to implement some form of decreasing returns from more modifiers.

Ideally, I want something like:
1 mod no penalty
2 mods still much better than 1 mod
3 mods better than 2 mods
4 mods only a little better than 3 mods
5 mods a tiny amount better than 4 mods
6 minuscularly better than 5 mods
7 these weapons exist but aren't really better than 6s due to other mechanics so don't need additional nerfing.

I need a function that starts at 1 and decays to .75

fringe crystalBOT
pine salmon
#

are you looking for the function 1/x. (1/x + 0.75)
or should I interest you on log(x)? (log_4(x) from x = 1 goes 0 -> 0.5 -> 0.79248 -> 1 -> 1.16 -> 1.29 -> 1.4)

#

try and plot it on a graphing calculator like desmos or geogebra and try to make it to fit your situation

wide beacon
#

.close left the server