balancing stats for equality

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Not sure if this is the right forum, please comment on the correct one. OK: I am creating a game where the user inputs stats and attack values, and I want the ai to match its ability (so they are about equal) for example,

  "Health":  1000,
  "Shield blockage percent":  90%
MOVE#1
      "Damage":   100,
      "Accuracy": 100%
MOVE#2
      "Damage":   1000,
      "Accuracy": 10%

So if you use the shield, it will block 50 percent of the foe's damage Accuracy for MOVE#2, only 1/10 will hit. How do I calculate an equal foe, just replicate the stats? Any way to do it without replicating the stats?

MORE NOTES

The optimal game would last 7 moves and would be very close
Shielding counts as a move, and is a constant 90% for all people.
An optimal game is one that would be won or lost by 1-2 turns.

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The first thing you need to do is figure out a constant dpt, or damage per turn. calculated by doing damage/(accuracy as a decimal). Each person would have 3 moves that have the same dpt:

high risk | EG 1000 dmg, 10% acc. 
med risk | EG 200 dmg, 50% acc.
low risk | EG 100 dmg, 100% acc.

dpt = 100 (must be constant)
computer stats are dpt * 7 = health and health/7 = dpt

health = 700
dpt = 143 [1000/7(rounded up)]

calculate moves,

high risk | EG 1430 dmg, 10% acc. 
med risk | EG 286 dmg, 50% acc.
low risk | EG 143 dmg, 100% acc.

complete