public int GetDamgerToOther(int damageOri, IActor other) { int damage = 0; int atk = damageOri; int armOther = other.GetArm(); if(armOther >= 0){ int damgeOffset = (int)( atk * (armOther * 0.06 / ( armOther * 0.06 + 1 ))); damage = atk - damgeOffset; }else{ int N = Mathf.Abs(armOther); float damgeAddPercent = 2 - Mathf.Pow(0.94f, N); damage = (int)(atk * damgeAddPercent); } return damage; }