View Full Version : Highest stat
Lone Phantom
05-18-2005, 12:59 PM
Does anyone know what the highest number of stats is in Rpgmaker 3,
because I am sick and tired of 999 hp, is it at least 9999?
Rodak
05-18-2005, 01:54 PM
I do not know about RGPM3, but in RPGM2 you can get around the 999 HP limit (for enemies) by setting conditions based on the total HP such that when they go below a set number, you add 999 HP and trip a flag so it does not happen again. You can nest as many flags as you like and make HP as high as you want.
I am unsure how to do this for the party, but it must be possible.
Rodak
05-18-2005, 02:05 PM
Sorry to double post (the old "no-edit-button" problem.
But...
Oops.
It would be easier on the memory to use a variable instead of nested flags.
And looking at the preview pictures the HP limit in RPGM3 has indeed been raised.
KingSpoom
05-18-2005, 02:34 PM
1: Hitpoints appear to go to at least 9999 now.
2: Statistically, 999 HP can be almost the same as 9999 HP if you scale it back.
Big Rick Cook
05-19-2005, 06:25 AM
Instead of doing 1000 damage, you do 100. Instead of 30, you'd do 3. It's not hard, and it's not at all weird. I just never understood the necessity to have 9999 over 999 when the damage you take at all times is going to be equal in a ratio perspective.
The only difference is fighting huge bosses with mega-colossal HP levels. And even then, if it's planned properly, there's no need to make them have a million HP when you can only have 10,000. It should be about strategy of the fight, not about strategy of keeping yourself alive along enough to dole out that many redundant attacks.
Valkysas
05-19-2005, 07:12 AM
phantom, please pay attention to things before asking questions. so far, every question you've asked can be answered just by looking at the screenshots we have.
Big Rick Cook
05-19-2005, 07:48 AM
Valk, your patience amazes and humbles me. Seriously.
Draygone
05-19-2005, 12:25 PM
Big numbers are just cooler in a way. When you cause over 1000 damage on an enemy, it makes you think "Wow, I'm really powerful." Cause 100 damage, and it's not nearly as big a deal.
Crimson Knight
05-19-2005, 12:42 PM
Like Dungeon Warden said a while back, if stats are at the right scale, everything can be relative. 100 damage can be a big deal if most enemies go down after 300 HP of damage. Like BRC said above, a battle should be more about strategy(how am I gonna defeat this guy?), not how much damage you can do(OMG LIEK HOW MANY N00MBERS CAN I MAKE ON TEH SKREEN!!!111???).
WilliamKirk
05-20-2005, 01:10 AM
There's truth to what everyone's said so far.
Chuck
05-24-2005, 11:47 AM
Big numbers are just cooler in a way. When you cause over 1000 damage on an enemy, it makes you think "Wow, I'm really powerful." Cause 100 damage, and it's not nearly as big a deal.
I've heard that that type of logic was why hockey and soccer were expected to never be popular in America. Americans like big scores and big numbers where as they wouldn't enjoy a game as much if the final scores were 1-0 most of the time. But if that were really true then tennis would be more popular than football, lol.
Riotsword
05-28-2005, 08:02 AM
Valk, your patience amazes and humbles me. Seriously.
:lol
I do agree with Phantom(holy God, it's a miracle! :p) in that I'd like to see bigger numbers sometime. I just like the bigger numbers, don't ask why, I just do. I'd wanna see HP levels go over 10k too(like in Valkyrie Profile)... and monster HP over 100k is good too.
Big Rick Cook
06-03-2005, 02:45 PM
Maybe I'm just a minimalist because of all the years of playing Shining Force.
HP rarely goes over 100 in those games.
Mikochan
06-03-2005, 02:49 PM
Valk, your patience amazes and humbles me. Seriously.
what he doesnt say here just gets screamed out his window later on.
Big Rick Cook
06-03-2005, 02:50 PM
Yes, but he doesn't say it HERE.
Crimson Knight
06-03-2005, 04:40 PM
I do agree with Phantom(holy God, it's a miracle! :p) in that I'd like to see bigger numbers sometime. I just like the bigger numbers, don't ask why, I just do. I'd wanna see HP levels go over 10k too(like in Valkyrie Profile)... and monster HP over 100k is good too.
I like big stats too. In a game I'm making right now, you don't get 1000 HP until level 80 or so. The numbers don't get big for a while, but I allow people to reach high levels. Big numbers are fine, but when a battle comes down to a numerical pooping contest, it's not a battle anymore in my opinion.
WilliamKirk
06-03-2005, 09:58 PM
I just don't like it when the max gets hit too early (like in FF7, FF8, FFX for example, mainly FFX).
tjoris9
06-27-2005, 06:54 AM
Actually, in D&D, which is a pretty popular game here in the states, you can get a hellva thrill from doing over 100 HP of damage each round (Which can come from 1-4 attacks). Plus you consider that even with the 3.0 rules even the mighty tarrasque, the most dangerous opponent in the original monster manual, doesn't get much over 1000 HP.
ChaosKnightXD
07-13-2005, 12:00 AM
well id like to make a super monster like omega weapon from ff8 so id like the hp to at least go to 100k in RPGM3. i want to make a monster that takes u an hour or longer to kill
Crimson Knight
07-13-2005, 12:16 AM
Then give it a few healing spells. Basically the same outcome.*shrugs*
Draygone
07-13-2005, 12:59 AM
Monsters like that are annoying. You spend so much time and use up so many of your items trying to defeat those things, only to find out that the reward is not worth it. Especially since these super-bosses are often more powerful than the final boss. If anything, put the super-boss somewhere in the middle of the game. That way, it'll be super-difficult for those wanting to try it out then, yet it will be easier if someone waited until they almost finished the game.
Well, they are optional. You don't really have to beat them if you don't want to.
LunarWingCloud
04-13-2008, 03:05 PM
It's 99999 HP for either character or monster. It's this way to allow the creator to make boss characters and monsters. You can have 5 digits for playable characters, too.
RPG Maker 3
04-13-2008, 03:24 PM
Instead of doing 1000 damage, you do 100. Instead of 30, you'd do 3. It's not hard, and it's not at all weird. I just never understood the necessity to have 9999 over 999 when the damage you take at all times is going to be equal in a ratio perspective.
The only difference is fighting huge bosses with mega-colossal HP levels. And even then, if it's planned properly, there's no need to make them have a million HP when you can only have 10,000. It should be about strategy of the fight, not about strategy of keeping yourself alive along enough to dole out that many redundant attacks.
I agree with everything you said and I wish to subscribe to your newsletter!
If I ever get a Max Drive I would love to play your game, sounds good already.
Big Rick Cook
04-13-2008, 05:35 PM
I don't have a game. :(
I just hang out here for the chicks.
:buddy
Edit: Oh, and way to necro a topic, guys. =D
MagusMartovich
04-15-2008, 08:38 PM
I'll "un-necro" it...
Maybe I'm just a minimalist because of all the years of playing Shining Force.
HP rarely goes over 100 in those games.
But when the REGULAR monsters have a breat attack (lets say, oh, "Fire Breath!") and they use it on your most seemingly fire-immune character whos also has an unreal defense stat it still doles out like 70 damage! (about 3/4 of total possible HPs for those keeping score at home)
Now, to contradict you! In Shining Force: Legacy of Great Intention, although your team member's HP could get above 99, several bosses HP did (Ramladu = 99, Dark Sol = 150, Dark Dragon = 250/300). I Shining Force II you could have team member's HP "skyrocket" to the upper reaches of 200HP (some characters, however, rarely break 50) while enemy HP ranges from 5 to 500.
Its still amazing to be able to whomp upon the final boss for 300+ damage. Big numbers are impressive for that reason: they're BIG! Sure, if a monster (boss)has 10 HP and you only deal 1 damage to it, then in ten rounds it'll die and you'll feel better about yourself. If a monster has 10,000 HP and you deal 1,000 damage to it each round you'll still kill it in ten rounds and it'll die and you'll feel happy, but you'll also know in the back of your mind that its a **** good thing you were able to do 1,000 damage instead of 100 (or god forbid: 1!) because the fight would've lasted forever...
Its like double summoning KotR in FF7 and having the rest of your team mime you: sure, it'll be about 30 minutes of ownage, dealing more damage to whatever it is you're hitting than you could ever possibly hope to deal on your own, but its the overkill damage that's just so special! :) :cry :spin
Big Rick Cook
04-16-2008, 12:19 AM
Not a contradiction as much as the exception to the rule. Especially in Shining Force II, that becomes fairly standard late in the game, when even normal monsters have 100 HP or more, and I've had Kiwi's HP get damn near to 100 by cheat-XPing his way to 40 before promotion and 99 after. Even after all those levels he still didn't hit 100.
Edit: It's just that, in Shining Force II, the final boss has like 400 or 500 HP, and depending on how much you leveled your characters, he's a breeze or insanely difficult. A lot of placement and strategy goes into beating him at lower levels, and that's why I like games that focus less on P-P-P-POWER versus strategy.
Of course, Shining Force is one of the easiest Strategy RPG franchises out there. But it's also more fun than most anything else I've played.
LunarWingCloud
04-16-2008, 04:01 PM
Actually there is a difference for HP. Take final fantasy. You have 9999 instead of 99, for say 1 versus 7. minimal damge is 1. That means you could take low damage in ff7, but still be slightly decent in ff1. It's all between what damage things do. Say you have 5000 HP, in another game you have 700 HP. You can take 100 damage in both games, which HP is more effecient.
Big Rick Cook
04-16-2008, 04:25 PM
I have no bloody idea what you just said.
LunarWingCloud
04-16-2008, 04:37 PM
Numbers may be within a ratio for the most part, but in the end, it all boils down to small numbers, those usually always being 1-100. Think of it like this: In FF7, monsters, when at lv99 hit for 50 damage. Low. In a game where the HP is like, say 999 instead, 20ish damage is kinda bigger than 50.
Big Rick Cook
04-16-2008, 04:52 PM
Uh, yeah, that's kind of, uh. DUH.
Edit: I forgot to refute a point of yours, Marty. I just don't see the appeal in doing massive amounts of damage (ie. 1K damage to a 10K HP monster) when it could just as easily have been 100 damage to a 1K HP monster. I don't feel any better about myself when the system skews itself upwards so that it LOOKS bigger but is in fact the same exact thing as if the HP was lower and the damage was lower.
Am I just broken for this reason?
LunarWingCloud
04-18-2008, 03:59 PM
Not necessarily. I don't even believe I'm 100% correct on the topic of what I'm typing. I just let my emotions flooooooow..... Now, seriously when you're higher leveled, and facing easiest opponents, it does make a difference slightly for what damage is done and what's the HP.
LunarWingCloud
04-18-2008, 04:05 PM
If a monster has 10,000 HP and you deal 1,000 damage to it each round you'll still kill it in ten rounds and it'll die and you'll feel happy, but you'll also know in the back of your mind that its a **** good thing you were able to do 1,000 damage instead of 100 (or god forbid: 1!) because the fight would've lasted forever...
That's a good point. See, the unless the game is extremely fun and hard to put down and the bosses are the same, most people like to see high damage numbers, like 9999, or 11297, because it just seems to make the people feel good. Now let's talk about Shining Force. Let's say that attack that does 70 does 700 to people in games where 999 HP is possible. It's possible to make single digit attacks in BOTH games, and that means 30/7 to 300/7. Who wins this one. It's all about when attacks in a game get weaker on your team.
Big Rick Cook
04-18-2008, 04:43 PM
I give up trying to read your posts. They're ignominious.
Sure, if there's a balance in a game with a very high HP scale in which you can do a large amount of damage, but not very often, and the normal attack you find yourself doing does considerably smaller, then it makes a difference. But what I'm getting at here is that most games just scale up the HP because it "makes people feel good" and that's boring as ****, because I'm not one of those people.
Seraph
04-18-2008, 09:44 PM
Actually there is a difference for HP. Take final fantasy. You have 9999 instead of 99, for say 1 versus 7. minimal damge is 1. That means you could take low damage in ff7, but still be slightly decent in ff1. It's all between what damage things do. Say you have 5000 HP, in another game you have 700 HP. You can take 100 damage in both games, which HP is more effecient.
I see your point?
Base HP can be set from 1 to 99,999 (yep, I said 99,999)
HP^ can be set from 0-99
MP^ can be set from 0-99
STR^ can be set 0-99
DEF^ can be set 0-99
MAG^ can be set 0-99
MDEF^ can be set 0-99
AGI^ can be set 0-99
INT can be set 0-100, this stat does NOT increase per level gained
LUCK can be set 0-100, this stat does NOT increase per level gained
These are 100% accurate, but seeing this topic was posted in 2005, Im sure everyone knows this now.
Big Rick Cook
04-19-2008, 08:51 AM
Yeah, I'm just having an old argument with a new person, who's harder to understand than most old people with alzheimer's.
LunarWingCloud
04-19-2008, 11:26 AM
I like how unlike myself, JPS stayed on the question. Anyway, yeah, 99999 is the max HP. I suggest not putting a high number for the stat increasers, as you may want to make a game where you manage to make it to level 99, in that case keep the stats as single digits.
Deeth Irteen
04-23-2008, 02:18 PM
I'd make sure the base numbers for STR, DEF, MAG, MDF and AGI are at a maximum of 5 and set the hp (not Base hp) stat to 50. That way, you don't have to worry about enemies kicking your party's ass too easily or too, um... not easily, AND yoou can make special attack that seem to do massive amounts of damage. Also, I make sure the base hp stat is below 101.
MagusMartovich
04-23-2008, 03:09 PM
The main argument here is, do you see that you did 70 damage to a creature with 100 HPs and say, well, 70% of total life, woo-wee! OR do you do 6000 damage to a critter with 10000 HPs and say wow! I did 6000 damage!
Most people don't play through a game working out all the % and niggling details to that extreme, which is why BIG numbers seem to be the more popular route as time progressed. Old RPGs had characters with max level 30 and you'd be lucky to break 250 HP (Dragon Warrior) whereas *new RPGs have ceiling stats in the upper thousands... Gaining 1 point per level sucks (Diablos) but if you put things into perspective (most STR needed is 175~) then its not so bad.
End point: as long as the game is balanced it really doesn't matter, but I like to see big numbers.
Maldeus
04-23-2008, 03:41 PM
As Magus said, so long as it's balanced, it doesn't matter. Therefore this debate is pointless.
MagusMartovich
04-23-2008, 04:00 PM
I think you misunderstood: I meant balanced as far as not having to walk around for any length of time either: gaining levels, attempting to amass gold, buying items, learning "magic"
I prefer the big numbers method to the big percents. Even if damaged ends up in your favor, having a pantsload of HP helps you think you're doing better than you are. On top of that, dealing 1000 damage is GREAT/HORRIBLE reguardless of how many HPs you have/wish you had...
Maldeus
04-23-2008, 05:05 PM
I think you misunderstood: I meant balanced as far as not having to walk around for any length of time either: gaining levels, attempting to amass gold, buying items, learning "magic"
And so long as that is balanced the numbers don't matter, imabnoso*
*in my arrogant-but-not-obnoxiously-so opinion
MagusMartovich
04-23-2008, 05:31 PM
Right, but the numbers DO matter.
Picture it this way: you are playing any given RPG and the monsters can hit your characters about 7 times before he/she/it dies. Personally, I'd rather they be doing 100s of points of damage instead of 1 or 2 at a time for several reasons. Most importantly, if you have characters with 20 HP that characters is a) under level 5 or b)a junky character. Aside from that, if you heal a character (who is one hit away from death or so) back to full/close to full health, regenerating massive ammounts of HP and not quite getting there is always better than feeling like you wasted the spell/item to save that horrible character who's only going to be dead in a fight or two anyway.
Big numbers add confidence in a player's team that although they may not be invincible, they have such gigantic statistics they must surely be able to take quite a pounding before they die, if the enemies ever even get that far. Play a few of the old NES RPGs after playing some more modern ones and see how confident you feel in your character's abilities. I'm not saying the older RPGs are any less fun to play, just that as far as numbers go the bigger the better. Case closed. ;)
Crimson Knight
04-23-2008, 05:47 PM
The balance is what matters to me. I don't care if max HP stays at 500, or it goes past 5000, you can always have games that walk between both lines as far as damage is concerned. :)
MagusMartovich
04-24-2008, 05:25 PM
True, but if you're not talking about the middle ground and you're only looking at the extremes I prefer the high end numbers games to those of the percentages variety.
LunarWingCloud
04-25-2008, 03:00 PM
And remember FF10? Tidus could do, say 1700+ damage whereas Yuna could mostly only do 40-100 with a physical attack. Facing a boss like Sin's Fins, which have 65000 HP, it makes a slight difference. My final point is this:
Do you enjoy seeing incredibly small numbers (and don't even bring up Paper Mario.... That would be cheating :p) or would you like to see high numbers? Part of the FF Battle System's success from ff7 on is the fact that people like to see awesome effects and high numbers. It's just in a lot of people's souls. I dunno.
Big Rick Cook
04-25-2008, 03:11 PM
And all I'm saying is that I'm apparently immune and inured to the standard AMIGAD BIG NUMBERS I'M RAD thought process. I can play a game like Shining Force (the first one) and revel in the fact that I'm doing 20 HP worth of damage to a monster that has 40 HP just the same as I would if it was 2000 HP worth of damage to a monster that has 4000 HP. To me, no matter what anybody else says, it's the same thing, and having bigger numbers doesn't matter to me if the game is balanced the exact same as if it was smaller numbers on both sides.
Plus FFX is a horrible comparison, because I made Yuna the strongest character in the game, just 'cause the game would let me. And she had summon monsters. So point null.
Crimson Knight
04-25-2008, 06:47 PM
And remember FF10? Tidus could do, say 1700+ damage whereas Yuna could mostly only do 40-100 with a physical attack. Facing a boss like Sin's Fins, which have 65000 HP, it makes a slight difference.
Well of course, Yuna's naturally a weakling. :lol That's why you use her other abilities, such as summoning. Or give her steroids, like BRC does.
Do you enjoy seeing incredibly small numbers (and don't even bring up Paper Mario.... That would be cheating :p) or would you like to see high numbers? Part of the FF Battle System's success from ff7 on is the fact that people like to see awesome effects and high numbers. It's just in a lot of people's souls. I dunno.
When you think about it though...
There were other FF games before VII which had high stat capacities(such as JP4/US2). And VII's success was probably due more in part to higher production values, which was almost unheard of at the time it was released.
Maldeus
04-26-2008, 01:47 AM
Higher production values and One-Winged Angel.
Yes, Sephiroth had a cool weapon, was the first "pretty boy from Hell" villain, and also had complex motives and an insanity complex fuelling his evil actions. But the reason he's the greatest video game villain of all time by popular and critical vote is because he has an amazing theme.
Lausen
04-26-2008, 02:08 AM
http://img151.imageshack.us/img151/4586/sephiroth8jy.jpg
And he does that. I don't really mind as long as everything is balanced and FUN! But, yeah there's no doubting seeing a character bust out 99999 points of damage (FF10) is pleasing to the eyes.
This thread is full of the same pointless arguing over and over.
Game developers do not put big numbers in games because they know it'll be "cool", they do it so they have a larger margin of numbers to work with so the developer can make the character have to level up to get where he wants to go instead of flying through the game.
For example, at the first area of a game the monsters basic HP is at 15 and in the next area the base HP goes up to 50, if you have a few hundred areas in a game it can easily go up into the tens of thousands. This strategy makes the player HAVE to level up in order to advance, because an area you were barely surviving in guarantees you wont live long in the next area.
LunarWingCloud
04-28-2008, 04:34 PM
That's the point I'm trying to make. You could start the game doing 7 damage, and then in the end able to do 1,546,428 damage, like in Disgaea. Larger margin are the keys words!
Right, it just seems like the same pointless argueing over and over. :lol
Really, this thread should have been dead a long time ago, but at least this forum is active somewhat now
LunarWingCloud
04-28-2008, 05:14 PM
Yeah, I'm done arguing. Final point: Higher Numbers = larger margins. Done.
Crimson Knight
04-28-2008, 08:47 PM
You could start the game doing 7 damage, and then in the end able to do 1,546,428 damage, like in Disgaea. Larger margin are the keys words!
A game is BEYOND RIDICULOUSNESS if it has these traits:
Maximum level of 9999
Possibility to level up 500+ times IN ONE BATTLE
Thank you. :lol
MagusMartovich
04-28-2008, 09:03 PM
Well of course, Yuna's naturally a weakling. :lol That's why you use her other abilities, such as summoning. Or give her steroids, like BRC does.
When you think about it though...
There were other FF games before VII which had high stat capacities(such as JP4/US2). And VII's success was probably due more in part to higher production values, which was almost unheard of at the time it was released.
...and lets not forget FF2 (in Japan) where gaining experience was thrown out all together and stat increases were given based on actions taken in previous battles: I used CURE 57 times, so now my CURE does 57% more CURE-ing! OR, I needed to use CURE 57 times so now I have an ungodly ammount of HPs! Hooray!
Maldeus
04-29-2008, 12:18 PM
Pointless thread is pointless.
Jamos
04-29-2008, 06:30 PM
Sorry you can't find the easily seen point. :p
Anyway, as mentioned before, it doesn't really matter how high or low you set the margin as long as it is balanced. Also the only reason Disgaea has that ungodly limit of level 9999 is because the whole point of that game is over the topness. Think about it... the characters, the battles, the storyline.
Big Rick Cook
04-29-2008, 07:02 PM
The loli.
Crimson Knight
04-29-2008, 08:41 PM
GOTH GOTH LOLI LOLI :lol
I think people who liked big numbers would've though of that game being ridiculous too.
Big Rick Cook
04-29-2008, 08:45 PM
I swear to God that game should have had Gothic Lolita (http://youtube.com/watch?v=vaFFgfhzNGg) as its main theme.
Perversion
04-30-2008, 02:37 AM
Etna's okay...she's cute and flat as a pancake. I've not had the motivation to max out (or even come anywhere near maxxing out) stats in that game. It didn't seem as fun to me as FFTA, which is still my fave tactical RPG (Ogre Battle SNES and N64 do not count, because they are not the same type of game, even though they are all included under the broad heading of strat-rpg).
vBulletin® v3.8.6, Copyright ©2000-2012, Jelsoft Enterprises Ltd.