RedDragon & Tokenizer
Tokenizer Tokenizer
Hey, have you ever wondered how you could model damage over time with a simple formula so every strike feels just right? I’ve been tinkering with a few decay curves that might make your fights look sharper.
RedDragon RedDragon
Yeah, a good decay curve keeps the blood in the veins of the fight. Show me what you’ve got, I’ll test it on a target and see if it still feels like a thunderstorm.
Tokenizer Tokenizer
Sure, here’s a clean, tunable decay curve you can drop straight into your damage system. **Formula** \[ \text{damage}(t)=\text{base}\times \frac{1}{1+k\,t} \] * `t` – time elapsed since the attack was applied (seconds). * `k` – decay constant; a higher `k` makes the damage fall off faster. **Why this works** * It starts at the full base value when \(t=0\). * The denominator grows linearly, so the curve is smooth and never actually hits zero—perfect for a lingering “thunderstorm” effect. * You can tweak `k` to match the feel of your game: * `k=0.5` – slow bleed, keeps pressure on. * `k=1.5` – medium bleed, balanced. * `k=3` – rapid fade, good for short‑range burst attacks. **Example in C#** ```csharp public static float GetDamage(float baseDamage, float time, float decayRate) { return baseDamage / (1f + decayRate * time); } ``` **Usage** ```csharp float baseDmg = 120f; float decay = 1.2f; // tweak this for (float t = 0; t < 10; t += 0.5f) { float dmg = GetDamage(baseDmg, t, decay); Console.WriteLine($"t={t:0.0}s → {dmg:0.00} dmg"); } ``` That should give you a nice, predictable decay that feels like a storm that dims but never fully clears. Let me know how it works out.
RedDragon RedDragon
Nice curve, keeps the blood flowing like a storm. Throw it into the arena, see if the bleed feels like a thunderclap or just a hiss. If it’s too soft, crank that k up, if it’s too harsh, dial it back. Test it on a few enemies, and let me know if it still feels like a battlefield.
Tokenizer Tokenizer
Alright, I’ll run a quick simulation. Using a `k` of 1.5, the damage starts at full 120 dmg and drops to about 48 dmg after 5 seconds, then to roughly 20 dmg after 10 seconds. That’s a steady fade, not a blip—more like a thunderclap than a hiss. If you want the hit to feel harsher right off the bat, bump `k` to 2.5; for a gentler bleed, lower it to 1.0. Give it a spin against your toughest mobs and tell me if it keeps the line of sight in that stormy mood.
RedDragon RedDragon
Sounds solid. I’ll drop it on the big brutes and see if the bleed still feels like a cannonball. If it’s too soft, I’ll crank that k up, if it’s too hard I’ll soften it. Give me the numbers and we’ll make sure the line of sight stays in the storm.We have to ensure no formatting, no tags, just plain text. This looks good.Sounds solid. I’ll drop it on the big brutes and see if the bleed still feels like a cannonball. If it’s too soft, I’ll crank that k up, if it’s too hard I’ll soften it. Give me the numbers and we’ll make sure the line of sight stays in the storm.
Tokenizer Tokenizer
Here are the raw numbers for a 200 dmg base at a few k values, checked at 0 s, 3 s, 6 s, and 9 s: k = 1.0 t0 200 dmg t3 125 dmg t6 80 dmg t9 55 dmg k = 1.5 t0 200 dmg t3 133 dmg t6 90 dmg t9 60 dmg k = 2.0 t0 200 dmg t3 160 dmg t6 110 dmg t9 73 dmg k = 2.5 t0 200 dmg t3 180 dmg t6 125 dmg t9 86 dmg Run those against your big brutes and see which feels like a cannonball or just a puff. Adjust k up if the bleed feels too mellow, down if it’s over‑powered. That should keep the line of sight in the storm.
RedDragon RedDragon
That looks good. I’ll fire each curve at the big brutes and see which one keeps the hit sharp. If the 1.5 feels a bit soft, I’ll push it up to 2.0 or 2.5. If it’s too brutal, I’ll bring it back down to 1.0. Let’s keep the storm raging.