- #1
Stradigos
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Hello everyone, first post :shy:
Long story short, I'm sick of conventional role playing game attributes and the math used in combat and am trying to create my own set to make combat more realistic. I realize that the stats are over simplified just to keep it simple for the player (and the CPU calculations low), but this is more of a concept I'm working on more than anything else. I hope to eventually turn this into a short combat tech demo using Unity.
I'm turning to you guys because I'm having a hard time wrapping my brain around a few things, and since my physics attribute isn't that strong (lol).
Goal: To calculate Damage dealt to target enemy BEFORE enemy Armor is evaluated.
The problem
My first problem is with grabbing the components I need to solve this…
Let’s say we have a .997 kg Sword. Let’s say the area of the sword that hits the target is 6.1 cm (1 mm edge x 6 cm long).
I think I’ve found a way to calculate player strength. Kinetic energy is energy needed to accelerate a body. The formula for kinetic energy is .5mv^2. If I want to swing my sword and have it reach my target in .3 seconds, I need to be moving 3.333 m/s^2. However, to move the mass that fast, I’ll need .5(.997)(3.333) = 1.66 Joules of energy. Right?
Does that make sense? Also, is that the energy then of the impact? I don’t think it is… I think that’s just the energy required to move the sword. So I’m figuring that I’ll take the momentum then? .997 x 3.333 = 3.323 kg m/s… however, I’m not 100% sure that’s what I’m looking for either.
And then to complicate things further, I think I want to take into account the surface area of the weapon and what that does to the damage.
Long story short, I'm sick of conventional role playing game attributes and the math used in combat and am trying to create my own set to make combat more realistic. I realize that the stats are over simplified just to keep it simple for the player (and the CPU calculations low), but this is more of a concept I'm working on more than anything else. I hope to eventually turn this into a short combat tech demo using Unity.
I'm turning to you guys because I'm having a hard time wrapping my brain around a few things, and since my physics attribute isn't that strong (lol).
Goal: To calculate Damage dealt to target enemy BEFORE enemy Armor is evaluated.
The problem
My first problem is with grabbing the components I need to solve this…
Let’s say we have a .997 kg Sword. Let’s say the area of the sword that hits the target is 6.1 cm (1 mm edge x 6 cm long).
I think I’ve found a way to calculate player strength. Kinetic energy is energy needed to accelerate a body. The formula for kinetic energy is .5mv^2. If I want to swing my sword and have it reach my target in .3 seconds, I need to be moving 3.333 m/s^2. However, to move the mass that fast, I’ll need .5(.997)(3.333) = 1.66 Joules of energy. Right?
Does that make sense? Also, is that the energy then of the impact? I don’t think it is… I think that’s just the energy required to move the sword. So I’m figuring that I’ll take the momentum then? .997 x 3.333 = 3.323 kg m/s… however, I’m not 100% sure that’s what I’m looking for either.
And then to complicate things further, I think I want to take into account the surface area of the weapon and what that does to the damage.