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Tower of Stars • Damage Calculation Is Hard
I am a universe dragon thing known as Aether; this is my collection of artwork, posts about story concepts, and progress on my projects.
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Tower of Stars • Damage Calculation Is Hard
https://aether.revasser.net/Blog/DamageCalculationIsHard
I am a universe dragon thing known as Aether; this is my collection of artwork, posts about story concepts, and progress on my projects.
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Tower of Stars • Damage Calculation Is Hard
I am a universe dragon thing known as Aether; this is my collection of artwork, posts about story concepts, and progress on my projects.
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6- titleTower of Stars • Damage Calculation Is Hard
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- descriptionI am a universe dragon thing known as Aether; this is my collection of artwork, posts about story concepts, and progress on my projects.
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3- og:titleTower of Stars • Damage Calculation Is Hard
- og:descriptionThe thing about damage calculation is you kinda have to feel it out by vibes. You want increasing stats by certain amounts to feel like a noticeable difference in your damage output, whether that's +1 or +10, or anything else. But to achieve this, it feels like you need to write damage formula and then shape everything else around it and hope for the best. Which is a problem if you reach a point or come back to it later and the vibes are off. I'm presently struggling with looking at Witness To Unity's damage formula and thinking... this thing seems a mess. I'm multiplying or dividing the stats a lot just to get things into the "shape" I want, and maybe that's bad? I'm not sure how to explain this, so I'll start with how the stats and all currently work.
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