What does that base game use, Gan? Is it using Silverwind's percentile-based system?
Custom written system. I'm not sure what the system can be classified by, I don't think it is percentile-based though. Battle system is based off of strength, speed, armor count and weapon count.
Speed - Determines who attacks first and how many times the enemy was hit in that single turn. Scales relative to enemy. If enemy is 1 speed and player is 2 speed, player will hit first and hit twice. If enemy is 10 speed and player is 40 speed, player will hit first and hit 4 times.
Strength - Increases damage to enemy and increases chance to block/dodge an attack.
Armor rating - Decreases damage to self and increases block/dodge chance.
Weapon rating - Increases damage to enemy and decreases enemy's block/dodge chance.
Damage is calculated:
damage = speed * (strength * 0.25 + weaponRating - enemyArmorRating) * (Math.random() * 0.5 + 0.75) * 0.5
Speed scales damage. Strength is only 25% effective due to the 0.25 reduction in the calculation. Weapon and armor are fully effective additively. Then I give a chance for damage to fluctuate between 0.75x and 1.25x by random chance. Then I lower all damage by 0.5 because I didn't want to deal with huge health values.
Dodge is calculated by adding/subtracting self and enemy armor/weapon/strength values. Then normalizes the dodge change between the player and enemy. Then the dodge percent of the player/enemy determines if they dodge/block the attack.
Critical strike is simple, everyone just has a 5% critical strike chance. 2x damage on that turn.
My thought is that if I did work on a turn-based combat system I want to include something engaging, something that feels skill-based, or strategy-based (that is to say, if we make a simple turn-based system without the minigames, there should still be something that makes you think during battles).
Basically if I ever find myself simply clicking Attack repeatedly and hoping I'm strong enough to win, we have failed.
Agreed! A few ideas at the moment: having different on-hand weapons that could be chosen per attack or have weapons have special effects. We should definitely invest time in the design phase, really nail down the direction.