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Critical Hit

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This diagram represents a combat system where attacks generate damage based on strength and attack values. At the heart of the system is a basic attack mechanism enabled by a source node, which upon activation, triggers a gate to distribute resources representing attack actions into two converters labeled "Normal" and "Crit" based on predefined probabilities (75% for normal attacks and 25% for critical hits). These attacks then contribute to a pool labeled "Damage", illustrating the cumulative damage inflicted. The strength and attack values from their respective pools dynamically influence the damage calculation through a register node configured with a formula that multiplies these values, affecting the flow rate to the damage pool.

Resources that signify attack actions are initially produced by a source node and then flow through the system, where their distribution is managed by a probabilistic gate, indicating the chance of executing a normal attack versus a critical hit. Converters transform these attack actions into damage outputs under the influence of modifiers derived from the strength and attack characteristics, showcasing a flexible damage calculation mechanism adaptable to changes in a combatant's attributes. The system also incorporates drains for removing resources, symbolizing the consumption or termination of attack actions after they have been processed. This setup allows for the depiction of a basic yet nuanced combat interaction scenario within a game or simulation, where the outcome of each attack can vary based on a combination of deterministic and random factors.

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Edited more than 1 year ago
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