All Docs Documentation Version: Base (Free) Influence System Ultimate
Simple Attribute Forge Ultimate

Formula Examples

Extensive collection of real-world formula patterns

Basic Formula Patterns

1. Simple Stat Scaling

The most common pattern - one attribute affects another linearly.

Strength → Melee Damage
Name: StrengthDamage Target: Damage Start Mode: Zero Flat Bonuses: Strength × 2.0 Apply Mode: Add to Base Result: Each STR point adds 2 damage STR 15 = 30 bonus damage
Intelligence → Mana
Name: IntelligenceMana Target: Mana Start Mode: Zero Flat Bonuses: Intelligence × 5.0 Post-Flat: Base Mana +25 Apply Mode: Add to Base Result: Each INT point adds 5 mana, +25 base mana INT 12 = (12 × 5) + 25 = 85 bonus mana

2. Level-Based Scaling

Character progression formulas that scale attributes with level.

Level → Health Scaling
Name: LevelHealth Target: Health Start Mode: TargetBase Flat Bonuses: Level × 15.0 Apply Mode: Override Base Also Update Current: true Result: Total health = base health + (level × 15) Base Health 100, Level 8 = 100 + (8 × 15) = 220 total health
Level → Experience Requirement
Name: ExperienceRequired Target: ExpToNext Start Mode: Zero Flat Bonuses: Level × 100.0 Multipliers: Difficulty Scaling ×1.2 Post-Flat: Base XP +500 Apply Mode: Override Base Result: XP needed = ((level × 100) × 1.2) + 500 Level 5 = ((5 × 100) × 1.2) + 500 = 1100 XP needed

Intermediate Formula Patterns

3. Multi-Source Combinations

Formulas that combine multiple attributes for complex relationships.

Physical Defense Calculation
Name: PhysicalDefense Target: Defense Start Mode: Zero Flat Bonuses: • Strength × 0.5 (muscle provides some protection) • Endurance × 1.0 (toughness and resilience) • Level × 2.0 (experience in avoiding hits) Post-Flat: Base Defense +5 Apply Mode: Add to Base Result: Defense = (STR×0.5 + END×1.0 + Level×2.0) + 5 STR 20, END 15, Level 8 = (10 + 15 + 16) + 5 = 46 defense
Spell Effectiveness
Name: SpellPower Target: SpellDamage Start Mode: Zero Flat Bonuses: Intelligence × 2.5 Additive %: Wisdom × 1.5% (spell efficiency) Subtractive %: Encumbrance × 0.8% (armor interferes) Multipliers: Staff Bonus ×1.25 Apply Mode: Add to Base Result: Complex spell damage with multiple factors INT 20, WIS 18, Encumbrance 10: • Flat: 20 × 2.5 = 50 • Add%: 18 × 1.5% = 27% • Sub%: 10 × 0.8% = 8% • Net%: 1 + 0.27 - 0.08 = 1.19 • Multiplier: ×1.25 • Final: 50 × 1.19 × 1.25 = 74.4 spell damage

4. Percentage-Based Calculations

Using percentages for proportional effects and scaling.

Critical Hit Chance
Name: CriticalChance Target: CritChance Start Mode: Zero Additive %: • Dexterity × 0.3% (per point) • Luck × 0.8% (per point) Post-Flat: Base Crit +5% Apply Mode: Add to Base Result: Crit% = (DEX×0.3% + LUCK×0.8%) + 5% DEX 25, LUCK 15 = (7.5% + 12%) + 5% = 24.5% crit chance
Movement Speed with Penalties
Name: MovementSpeed Target: Speed Start Mode: TargetBase Additive %: Agility × 1.0% (speed increase per AGI) Subtractive %: • Weight × 0.5% (encumbrance penalty) • Armor × 0.3% (mobility reduction) Apply Mode: Override Base Result: Speed = baseSpeed × (1 + AGI% - Weight% - Armor%) Base 100, AGI 20, Weight 30, Armor 25: Speed = 100 × (1 + 0.20 - 0.15 - 0.075) = 100 × 0.975 = 97.5

Advanced Formula Patterns

5. Equipment and Set Bonuses

Complex formulas incorporating equipment effects and set bonuses.

Weapon Damage with Specialization
Name: WeaponDamage Target: WeaponDamage Start Mode: Zero Flat Bonuses: • Strength × 1.8 (primary damage stat) • Dexterity × 0.6 (weapon control) Additive %: WeaponSkill × 2.0% (mastery bonus) Multipliers: • Weapon Quality ×1.0-2.0 (based on item tier) • Class Specialization ×1.15 (if specialized weapon type) • Set Bonus ×1.1 (if wearing matching armor) Post-Flat: Weapon Base Damage (varies by weapon) Apply Mode: Override Base Example with Legendary Sword: STR 25, DEX 18, WeaponSkill 40: • Flat: (25×1.8) + (18×0.6) = 45 + 10.8 = 55.8 • Add%: 40×2% = 80% = 0.8 • Multipliers: 1.8×1.15×1.1 = 2.277 • Post-Flat: +35 (legendary sword base) • Result: (55.8×1.8×2.277) + 35 = 263.4 weapon damage

6. Diminishing Returns

Simulating diminishing returns through percentage calculations.

Armor Damage Reduction
Name: DamageReduction Target: DamageReduction Start Mode: Zero Additive %: Armor × 0.8% (each point = 0.8% reduction) Subtractive %: ArmorPenetration × 1.0% (enemy can reduce effectiveness) Multipliers: Material Quality ×0.9-1.3 (based on armor material) Apply Mode: Add to Base Creates natural diminishing returns: • 50 Armor = 40% reduction • 100 Armor = 80% reduction • 125 Armor = 100% reduction (damage immunity)

7. Resource Management

Formulas for managing consumable resources and costs.

Spell Mana Cost
Name: SpellCost Target: ManaCost Start Mode: Zero Flat Bonuses: SpellLevel × 8.0 (base cost scaling) Subtractive %: Intelligence × 1.2% (efficiency reduces cost) Multipliers: • Staff Quality ×0.7-1.0 (better staff = lower cost) • Spell School Mastery ×0.8 (specialization discount) Post-Flat: Minimum Cost +3 (spells always cost something) Apply Mode: Override Base Example - Level 5 Fireball: INT 22, Legendary Staff (×0.7), Fire Mastery (×0.8): • Flat: 5×8 = 40 base cost • Sub%: 22×1.2% = 26.4% reduction = 0.736 multiplier • Multipliers: 0.7×0.8 = 0.56 • Result: (40×0.736×0.56) + 3 = 19.5 mana cost

Complete RPG System Examples

8. Character Progression System

A complete set of formulas for an RPG character progression system.

Health Scaling (Tank Build)
Name: TankHealth Target: Health Start Mode: TargetBase Flat Bonuses: • Level × 25.0 (primary scaling) • Constitution × 8.0 (health stat) • Strength × 2.0 (warrior toughness) Multipliers: Tank Specialization ×1.4 Post-Flat: Racial Bonus +50 Apply Mode: Override Base Also Update Current: true Creates tanky characters with high health pools.
Mage Mana System
Name: MageMana Target: Mana Start Mode: TargetBase Flat Bonuses: • Level × 12.0 (base progression) • Intelligence × 6.0 (primary mana stat) • Wisdom × 3.0 (secondary mana stat) Additive %: MagicAffinity × 2.5% (talent bonus) Multipliers: Arcane Focus ×1.3 (class bonus) Apply Mode: Override Base Also Update Current: true Example Calculation: Level 10, INT 25, WIS 18, Affinity 20: • Flat: (10×12) + (25×6) + (18×3) = 120+150+54 = 324 • Add%: 20×2.5% = 50% = 1.5 multiplier • Result: 324×1.5×1.3 = 631.8 total mana

9. Combat Effectiveness

Formulas for damage calculation and combat mechanics.

Two-Handed Weapon Mastery
Name: TwoHandedDamage Target: Damage Start Mode: Zero Flat Bonuses: • Strength × 2.2 (primary damage stat) • Level × 3.0 (experience bonus) Additive %: TwoHandedSkill × 1.8% (skill mastery) Multipliers: • Weapon Quality ×1.0-2.5 (weapon tier) • Berserker Mode ×1.6 (when health < 30%) • Two-Handed Specialization ×1.25 Post-Flat: Weapon Base Damage (varies) Apply Mode: Override Base High damage output for specialized two-handed builds.
Spell Critical Damage
Name: SpellCritDamage Target: SpellCritDamage Start Mode: Zero Flat Bonuses: Intelligence × 1.5 Additive %: • CriticalMastery × 3.0% (specialization) • Wisdom × 0.8% (spell control) Multipliers: Focus Crystal ×1.4 Post-Flat: Base Critical Power +20 Apply Mode: Add to Base Calculates bonus damage for spell critical hits.

Conditional Formula Examples

10. Breakpoint-Based Bonuses

Formulas with threshold and step-based conditional bonuses.

Elite Level Bonuses
Name: EliteHealth Target: Health Start Mode: TargetBase Flat Bonuses: Level × 18.0 Breakpoints: • When Level ≥ 25: Add ×1.5 multiplier (elite tier) • When Level ≥ 50: Add ×2.0 multiplier (legendary tier) • When Level ≥ 75: Add +500 post-flat (god tier) Apply Mode: Override Base Also Update Current: true Progressive power scaling with major breakpoints: • Level 24: 24×18 = 432 health • Level 25: 25×18×1.5 = 675 health (elite bonus!) • Level 50: 50×18×1.5×2.0 = 2700 health (legendary!) • Level 75: 75×18×1.5×2.0 + 500 = 4550 health (god tier!)
Step-Based Strength Bonuses
Name: StrengthMilestones Target: Damage Start Mode: Zero Flat Bonuses: Strength × 1.8 Breakpoints: • Every 5 STR points: Add +8 flat damage (step breakpoint) • When STR ≥ 30: Add ×1.3 multiplier (strength master) Apply Mode: Add to Base Rewards focused strength investment: • STR 14: 14×1.8 = 25.2 damage • STR 15: (15×1.8) + 8 = 35.0 damage (milestone!) • STR 20: (20×1.8) + 16 = 52.0 damage (2 milestones) • STR 30: ((30×1.8) + 24) × 1.3 = 109.2 damage (master!)

11. Complex Conditional Logic

Advanced breakpoints with multiple conditions.

Hybrid Warrior-Mage Build
Name: HybridPower Target: HybridDamage Start Mode: Zero Flat Bonuses: • Strength × 1.2 • Intelligence × 1.2 Breakpoints: • When STR ≥ 20 AND INT ≥ 20: Add ×1.5 multiplier (true hybrid) • When STR ≥ 30 OR INT ≥ 30: Add +25 flat damage (mastery) • When Level ≥ 25 AND (STR+INT) ≥ 60: Add ×2.0 multiplier (apex hybrid) Apply Mode: Add to Base Rewards balanced stat investment with exponential growth.

Specialized Formula Examples

12. Regeneration Rate Formulas

Calculating regeneration effectiveness for vital attributes.

Health Regeneration Rate
Name: HealthRegenRate Target: HealthRegenRate Start Mode: Zero Flat Bonuses: • Constitution × 0.3 (base regeneration) • Level × 0.1 (experience helps) Additive %: Regeneration × 5.0% (regeneration skill) Post-Flat: Base Regen +1.0 Apply Mode: Override Base Higher Constitution and skills = faster health recovery.

13. Skill System Integration

Formulas that incorporate skill levels and masteries.

Weapon Skill Effectiveness
Name: SwordMastery Target: SwordDamage Start Mode: Zero Flat Bonuses: • Strength × 1.5 • SwordSkill × 2.0 (skill directly affects damage) Additive %: SwordSkill × 1.5% (efficiency bonus) Breakpoints: • When SwordSkill ≥ 25: Add ×1.2 multiplier (adept) • When SwordSkill ≥ 50: Add ×1.4 multiplier (expert) • When SwordSkill ≥ 75: Add ×1.6 multiplier (master) • When SwordSkill = 100: Add +100 flat damage (grandmaster) Apply Mode: Add to Base Progression curve that rewards skill specialization.

14. Resource Efficiency

Formulas for managing resource consumption and efficiency.

Crafting Success Rate
Name: CraftingSuccess Target: SuccessRate Start Mode: Zero Flat Bonuses: CraftingSkill × 0.8 (primary factor) Additive %: • Intelligence × 0.5% (planning and precision) • Dexterity × 0.3% (hand coordination) • Tools × 2.0% (quality tools help) Multipliers: Workshop Quality ×1.0-1.5 Post-Flat: Base Success +10% Apply Mode: Override Base Higher skills and better tools = higher success rates.

Economic & Social Examples

15. Trading and Commerce

Formulas for economic systems and NPC interactions.

Merchant Prices
Name: BuyPrice Target: ItemCost Start Mode: TargetBase Subtractive %: • Charisma × 1.5% (charm reduces prices) • TradingSkill × 2.0% (negotiation expertise) • Reputation × 0.8% (known customers get discounts) Multipliers: Regional Economy ×0.8-1.4 (market conditions) Apply Mode: Override Base Better social stats = better prices.

16. Experience and Learning

Dynamic learning rates and experience bonuses.

Skill Learning Rate
Name: LearningRate Target: ExpGain Start Mode: TargetBase Additive %: • Intelligence × 2.0% (faster learning) • Wisdom × 1.0% (retention and understanding) • Focus × 1.5% (concentration skill) Subtractive %: Fatigue × 3.0% (tiredness slows learning) Multipliers: Teacher Quality ×0.9-1.8 Apply Mode: Override Base Smart, focused characters learn skills faster.

Edge Case & Special Examples

17. Inverse Relationships

Formulas where higher stats can sometimes reduce effectiveness.

Stealth vs Strength
Name: StealthPenalty Target: Stealth Start Mode: TargetBase Flat Bonuses: Dexterity × 2.0 (agility helps stealth) Subtractive %: Strength × 1.0% (muscle makes noise) Subtractive %: Armor × 2.0% (heavy armor clanks) Post-Flat: Stealth Training +15 Apply Mode: Override Base Balances stealth vs combat effectiveness.

18. Transformation Effects

Formulas that dramatically alter character capabilities.

Berserker Rage Mode
Name: BerserkerDamage Target: Damage Start Mode: TargetBase Flat Bonuses: Strength × 1.0 (normal scaling) Multipliers: Rage Intensity ×1.8 (massive damage boost) Subtractive %: CurrentHealth × -2.0% (more damage when injured) Breakpoints: • When CurrentHealth ≤ 25%: Add ×2.5 multiplier (desperate fury) • When CurrentHealth ≤ 10%: Add +100 flat damage (last stand) Apply Mode: Override Base Risk/reward system - more damage when near death.

19. Environmental Effects

Formulas that respond to environmental conditions and temporary states.

Weather-Affected Movement
Name: WeatherMovement Target: MovementSpeed Start Mode: TargetBase Additive %: Agility × 1.2% (agility always helps) Subtractive %: • RainIntensity × 5.0% (slippery surfaces) • SnowDepth × 3.0% (harder to move) • MudLevel × 8.0% (very difficult terrain) Multipliers: Appropriate Gear ×0.9-1.1 (boots, clothing) Apply Mode: Override Base Environmental conditions affect character movement.

Multi-Formula Systems

20. Interconnected Formulas

Multiple formulas working together to create complex systems.

Comprehensive Defense System
Formula 1 - Physical Defense: Name: PhysicalDefense Target: PhysicalDef Flat: Strength×0.8 + Endurance×1.5 + Armor×2.0 Execution Order: 0 Formula 2 - Magical Defense: Name: MagicalDefense Target: MagicalDef Flat: Intelligence×0.6 + Wisdom×1.2 + MagicResist×2.5 Execution Order: 0 Formula 3 - Total Defense Rating: Name: TotalDefense Target: DefenseRating Flat: PhysicalDef×0.6 + MagicalDef×0.4 + Level×1.0 Execution Order: 1 (runs after defense calculations) Creates layered defense system with physical/magical components.

Testing Your Formulas

Validation Examples

Use these test cases to verify your formulas work correctly:

// Test extreme values Test Values: STR 1, Level 1 → Should give reasonable minimum Test Values: STR 100, Level 50 → Should not break the game Test Values: STR 0, Level 0 → Should handle gracefully // Test breakpoint boundaries Test Values: Level 24 vs Level 25 → Verify breakpoint activation Test Values: STR 29 vs STR 30 → Check threshold effects // Test formula interactions Test Multiple: Change STR → Verify all STR-dependent formulas update Test Performance: 100 rapid changes → Should remain smooth

Common Test Scenarios

Regeneration Rate Formulas

Formulas can target RegenerationRate or RegenerationDelay for Vital attributes, enabling dynamic regen systems.

Regen Rate Examples

Level → Health Regen Rate
Name: LevelHealthRegen Target: Health Target Property: RegenerationRate Start Mode: Zero Flat Bonuses: Level × 0.5 Post-Flat: Base Regen +1.0 Apply Mode: Add Result: Health regenerates faster at higher levels Level 10 = (10 × 0.5) + 1.0 = 6.0 HP/second
Endurance → Stamina Regen Rate
Name: EnduranceStaminaRegen Target: Stamina Target Property: RegenerationRate Start Mode: Zero Flat Bonuses: Endurance × 0.8 Apply Mode: Add Result: Each Endurance point adds 0.8 stamina/second END 20 = 16.0 stamina/second

Regen Delay Examples

Vigor → Reduced Health Regen Delay
Name: VigorRegenDelay Target: Health Target Property: RegenerationDelay Start Mode: Zero Flat Bonuses: Vigor × -0.1 Post-Flat: Base Delay +3.0 Apply Mode: Override Result: Higher Vigor = faster recovery after damage Vigor 15 = 3.0 + (15 × -0.1) = 1.5 second delay Vigor 30 = 3.0 + (30 × -0.1) = 0 second delay (instant)
Property Targeting: The RegenerationRate and RegenerationDelay options only appear for Vital-type attributes in the wizard. You can have multiple formulas targeting the same attribute with different properties (e.g., one formula for Health value, another for Health regen rate).

Formula Design Best Practices

Start Simple

Maintain Balance

Performance Considerations

Documentation

Document Your Formulas: Use clear names and export to JSON for version control. Include comments explaining the design intent and expected value ranges.