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.
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.
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.
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?
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.
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.
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.
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?
This upgrade adds +100% critical chance.
The weapon has a base critical chance of 10%, so the new critical chance is 20%, not 110%
In game design +100% would be 10% + 100% = 110% crit.
Increases by +100% = base + 100%
Increases by 100% = base + base x 100%