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Toraware no Shoujo - Caged Girl Review

Regardless of the motivations behind the review, it doesn't change what the "but this is bullcrap" post was a response to. It quoted Rose_Guardian's post, not Kya90's disclaimer.

Toraware no Shoujo - Caged Girl Review

author=alterego
I'm sorry, but this is bullcrap. "This is not a game for everyone" is the classic codeword for "I don't want serious, objective critique because my game is perfect, so nyeh!" The fact that is so commonplace with these "horror" games makes me sick, to be honest.
Funny. When developers don't mention what kind of themes/subjects their game touches upon, or what kind of audiences are fit for it, they're accused of trying to hide crucial information (among other things). But when they do, they're accused of trying to avoid criticism. It's a "bad if you do, bad if you don't" kind of situation... Hopefully everyone can see how messed up that is?


This is not what happened here. The "but this is bullcrap" post came not as a response to the author putting up a warning, but as a response to someone using that warning to ward of criticism. So, put up the warning, but don't use said warning as a talisman against criticism.

Fun With Formulas

author=kentona
okay, I found this formula in my notes txt file, with no explanation or source:

(5+slv)*sqrt(a.str/b.vit*(a.atk*x*skill_power)*a.lv/16) - b.def


thoughts? anyone know what this is from?

I have no idea what this is from, but the a and b makes it look like a VX Ace formula, so I'm not sure if it's from a commercial game in the first place.

Anyway, a few analysis. slv is likely skill-level. If this is true, then the skill increases in power with 1/5 for every skill level up if the formula reads skill level 1 as 0 and with 1/6 if it reads skill level 1 as 1.

On the offense side, the game has both str and atk and on the defensive side, it has vit and def. Presumable str and vit is character governed and atk and def is equipment governed and the game did want to keep them separated. str and atk are multiplied with each other, but since both are put into a square root, it works out so that if you have double str and double atk, you deal double damage prior to defense subtraction instead of quadruple.

If slv really is skill level, then a.lv is probably attacker's level. I have no idea what x is, but assuming it usually stays constant, there are within the square root three variables that raises the damage as the characters progress trough the game and one which decreases the damage. This works out as the square root function increasing linearly (except maybe from the very first few levels where the a.lv part may force it to increase much faster early on). Another plausible case is that str and vit stays static, but it would still work out as the square root function increasing linearly.

However, the "5+slv" part makes it look like the damage goes up exponentially. Then the target's def is subtracted from that exponential damage. Typically, if you have attack and defense in your game, you don't design it so that defense has to quadruple or something like that every time attack doubles, but if my guesses are correct, it kind of has to in order to remain relevant.

There are some other seemingly mind boggling details in the formula. Putting the skill_power (which is presumable replaced by a number in the actual formula) inside the square root instead of outside it just causes extra work. Assume you want a single target skill to be one and half a time as strong as a multi target one, you have to make skill power 1,5 * 1,5 = 2,25 times as high instead of just 1,5 times as high. Not that hard, but it still means extra work, especially if you want a number you cannot square in the head.

The middle parenthesis inside the square root has no purpose since there's only * and /. I can only guess that it's there because someone altered a formula where the parenthesis had a purpose in a way so that it no longer has a purpose, but didn't think to remove it. This makes it increasingly hard to find the source.

Anyway, to summarize a bit; It's a skill who's damage doubles after you level it up five or six times. It's from a game which separate equipment governed attack and defense from character governed strength and vitality. The attacker's level also by itself raises damage dealt as it goes up. It's all guesses though.

[RMVX ACE] 'Evade' vs. 'Parry'. Let's talk.

In most RPGs I've played with both an evasion and a parry/block stat, the evasion stat is offset by an accuracy stat while parry/block is not. Sometimes parry/block also has disadvantages.

As for how to utilize them properly in a game, I think you should tackle the issue the other way around. If you design a game and you realize you need two different damage avoidance stats to accomplish what you want them to accomplish, then you make two damage avoidance stats. You're less likely to utilize two damage avoidance stats properly if you first decide you want them both and then try to figure out how.

Fun With Formulas

author=Feldschlacht IV
Question! How do I utilize some of these formulas for my game (ACE)?

Like, if I wanted to use ATK / (DEF / ATK + 1) , where would I put it, and how would I adjust it for skills?


ATK / (DEF / ATK + 1) is written as a.atk / (b.def / a.atk + 1). As for the rest of the skills, it depends on what you want them to do. Do you want a skill that deals x% of a standard attack, one that deals +50 damage, but the +50 damage is also reduced by defense or a skill that penetrates 50% of enemy defense? If you can't figure out how make a skill work in a certain way, I can walk you trough it.

Fun With Formulas

author=hedge1
Damage = (ATK ^ 2) / (DEF + ATK)

Hits = HP * (DEF + ATK) / ATK ^ 2

Because I'm squaring ATK, I'm compensating for the fact that HP and DEF are multiplied in the numerator, which in turn allows the formula to scale to any amount without getting out of control. However, the observant among you might notice I have an extra + ATK in numerator, which (if we follow the prior formula) should be for "durability," not damage. What's up?

What's up is that I made a mistake. But it wasn't very apparent in my testing because additive values tend to get hidden by the size of the multiplicative values. This "hiding" effect is actually one of the reasons the original (100 / (100 + DEF)) * ATK formula appears to behave properly when in fact it doesn't. To illustrate, let's rewrite the original formula again, but this time put Hits and ATK on the same side of the equation.


Damage = (ATK ^ 2) / (DEF + ATK) will always result in damage going up when ATK goes up, unless you plug in negative numbers that is. Further, doubling ATK and DEF will always double the damage, tripling them will tripple the damage and so on. Unlike the (100 / (100 + DEF)) * ATK formula, (ATK ^ 2) / (DEF + ATK) will keep behaving.

To properly analyze the formula, lets take you "Hits" formula and rewrite it:

Hits = HP * (DEF + ATK) / ATK ^ 2
Hits = HP * ((DEF / ATK ^ 2) + (ATK / ATK ^ 2))
Hits = HP * ((DEF / ATK ^ 2) + (1 / ATK))
Hits = HP * DEF / ATK ^ 2 + HP / ATK

Rewritten like this, ATK only appears as a divisor and now suddenly durability no longer appears to increase as ATK increases. This has always been the case. You need to be careful when the same variable appears as both dividend and divisor.

Fun With Formulas

If you use a formula of the form ATK * (X / (Y + DEF)) where X and Y is static, you're best of keeping enemy defense constant (enemy warriors and mages don't have to have the same defense, but a late game enemy warrior should have the same defense as an early game warrior) and increasing player defense slowly, if at all. You can also go the route of increasing enemy attack exponentially, but then you can't have confusion in your game.

Hidden Mechanics

In my game (RMXP), both strength and dexterity contributes to physical damage. I will tell the players that, but I will not tell the players the exact damage formulas. Strength will be more important than dexterity against enemies with high defense while the opposite is true against enemies with high evasion. Again, I will tell the player that, but not how exactly the stats work. This amount of information is enough for the players to make informed decisions and the exact formulas will not be helpful for the majority.

I prefer this approach in general, if X is going to be a thing, tell the player so, but skip the details.

What videogames are on your TO PLAY list?

Child of Light
Trails in the Sky
Trails in the Sky SC

That's a longer than normal list. Usually I don't buy a new game until I'm out of games I feel like playing right now.

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