##What does Luck mean?
What does Luck mean?
##How do you calculate with Luck?
How do you calculate with Luck?
- What kind of scaling do you want? In many games, stats use diminishing returns (grows fast at the beginning at then slows down) - this can make the game more balanced or easier to balance, as the stat bonuses are impactful at first, but don't get out of control.
What kind of scaling do you want? In many games, stats use diminishing returns (grows fast at the beginning at then slows down) - this can make the game more balanced or easier to balance, as the stat bonuses are impactful at first, but don't get out of control.
Note that some linear increases may already give you diminishing returns - e.g. if your chance to hit increases from 25% to 50%, that's a 100% damage increase (you're hitting twice as often), but from 50% to 75% would only be a 50% damage increase. If you want to use a linear increase and the stat is unbounded, you'll need to figure out what will happen when you get to 100%.
Note that some linear increases may already give you diminishing returns - e.g. if your chance to hit increases from 25% to 50%, that's a 100% damage increase (you're hitting twice as often), but from 50% to 75% would only be a 50% damage increase. If you want to use a linear increase and the stat is unbounded, you'll need to figure out what will happen when you get to 100%.
- What's the maximum value for the stat? Is there a maximum?
What's the maximum value for the stat? Is there a maximum?
- How much of a bonus would it provide at any point, especially compared to the same investment into other stats?
How much of a bonus would it provide at any point, especially compared to the same investment into other stats?
You may want to strive to have any given point provide a comparable benefit no matter which stat you throw it into at which point (with different stats changing your playstyle), or you could have some be significantly better (not one stat as a whole be better than another, but rather the m-th point of one be better than the n-th point of another), to allow for some min-maxing.
You may want to strive to have any given point provide a comparable benefit no matter which stat you throw it into at which point (with different stats changing your playstyle), or you could have some be significantly better (not one stat as a whole be better than another, but rather the m-th point of one be better than the n-th point of another), to allow for some min-maxing.
##Should you include Luck?