• Fandangalo@lemmy.world
    link
    fedilink
    English
    arrow-up
    44
    ·
    1 day ago

    In game design, it has to be stated whether it’s multiplicative or additive. Sometimes a logarithmic function is used as well, with increases in efficiency as 1 / ( 1 + bonus ). This allows you to always add more bonus, but there’s diminishing returns.

    • affiliate@lemmy.world
      link
      fedilink
      English
      arrow-up
      16
      ·
      1 day ago

      i wish it was more common to also indicate the precedence of a percentage increase, so that it’s easier to know if i’m dealing with (x + y ) * z or x + (y * z). although that’s admittedly a lot harder to communicate.

      • CrazyLikeGollum@lemmy.world
        link
        fedilink
        English
        arrow-up
        6
        ·
        21 hours ago

        Just include a glossary of formulas for figuring out stats/chances/whatever in your game. With clearly labeled variables. Then throw a reference to that glossary in your tooltips/helpful popups.

        • ALostInquirer@lemm.ee
          link
          fedilink
          English
          arrow-up
          3
          ·
          20 hours ago

          Wouldn’t it be easier for everyone to instead not add such systems? After all, don’t many go for the simple logic of bigger number is better instead of doing the math?

    • Dragon Rider (drag)@lemmy.nz
      link
      fedilink
      English
      arrow-up
      5
      arrow-down
      1
      ·
      22 hours ago

      This upgrade adds +100% critical chance.

      The weapon has a base critical chance of 10%, so the new critical chance is 20%, not 110%

      • Szyler@lemmy.world
        link
        fedilink
        English
        arrow-up
        2
        ·
        edit-2
        9 hours ago

        In game design +100% would be 10% + 100% = 110% crit.

        Increases by +100% = base + 100%

        Increases by 100% = base + base x 100%