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str and Def for monters and heros i got it down

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    str and Def for monters and heros i got it down

    the Monsters and charcter Str is set around 84 as the playable charcters should be set at around 50

    the Monsters and charcter Def is set around 16 as the playable charcters should be set at around 40

    they seem to deal and take dmg well this way

    note: haven't mdef down yet

    #2
    Re: str and Def for monters and heros i got it down

    Thanks for this. I've been having touble with stats lately. Do you have any suggestions for the base HP or any of the stat bonuses?

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      #3
      Re: str and Def for monters and heros i got it down

      Originally posted by Danyo
      Thanks for this. I've been having touble with stats lately. Do you have any suggestions for the base HP or any of the stat bonuses?
      I would see what your charcter hit for then set hp to how fast you what it to drop Enemy note like if he hits for around 50 set hp around 150 if what monster drop in two to three hit Note to rember to add bonuses in but im still working on this my self

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        #4
        Re: str and Def for monters and heros i got it down

        Any more info on this? I'm still having some trouble with balancing stats. If someone could post some example stats of what they are using in their game, it would help me a lot.

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          #5
          Re: str and Def for monters and heros i got it down

          Look, balancing your game all depends on what scale your game is. If you want, a good way to look at things is this:
          The more stats you give per level, the more DYNAMIC your game will be, read: it will be harder to fight enemies you're not ready for, and too easy to fight enemies from the last area. To combat this, I suggest LARGE STAT BASES.

          This is similar to the idea of the HP base inclluded in RPGM3. Give your party members a good 20-30 stat points in each stat off the bat at level one (an auto run self terminating event should do this at the begining of the game).

          This way, your levels aren't as detrimental to your game's balance. For example, my hero starts with stats in the 25-30 range, and only gains 2-3 points per stat per level (which the game then seems to modify with a +/- 1 every level as well, neat feature) This means that the enemies that challenge him at level one can still hurt him at levels 5 and 6, but for the most part he should breeze through battles with them(but you wont have those 0/1 hp attacks).

          Your HP base also plays a big part of this. I started my characters with 90-150 base. My hero has 120, and the monsters can deal him about 20 points of damage on a regular hit at the start of the game. Because his defense is only going up by 2 (+/- 1) he can still fight these guys for several levels as long as you don't hand him crazy armor differentials.

          That being said, keep your armor raises few and far between if you like to maintain that balance where enemies still pose some type of threat after several levels.

          Gotta go to work, will explain more later.
          Took me 15 minutes to remember how to change my signature, and this is all I came up with.

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            #6
            Re: str and Def for monters and heros i got it down

            Yeah, it all depends on how strong you want your character/s monsters to be. Formulas are only a good starting point, and for anyone who's too lazy to test battles.

            Try an auto event that raises a character's stats, instead of using huge class bonuses, it makes leveling less chaotic.
            Quote of the moment - "When you cut down a tree, don't stand near it."

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              #7
              Re: str and Def for monters and heros i got it down

              Yea, it all depends on how you want to balance your battles so predetermined formulas like these don't really work.

              In my game you don't even level up and each character starts with a stat around 8-15 as well as all the monsters. The highest hp you can get up to is about 100 either ways.

              Equipment determines how successful you are in battle but if you don't want to fight (and you'll miss out on good items) then a simple click of the readily available "Evade" skill will drastically reduce the monster ratio.
              Last edited by marcus; 10-13-2005, 01:38 PM.

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                #8
                Re: str and Def for monters and heros i got it down

                Very true. I don't think anyone said anything about this either but it will change depending on how difficult you want the game to be.

                In my game there are no monsters so I have to do all of the leveling up on my own. The only people you fight are the NPC's. I don't no how well it will work but it is my first game so I am not worried that much.
                I was like a Cloud once!!!!

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                  #9
                  Re: str and Def for monters and heros i got it down

                  I posted this earlier but I think it applies here.

                  In RPGM3;

                  Attack minus defence equals damage
                  Ex: 100 AT - 80 DF = 20 Damage.

                  In RPGM2, i believe this equation is modifiable.

                  In RPGM1;

                  Attack minus defence divided by 2 equals damage
                  Ex: (100 AT - 80 DF) /2 = 10 Damage.

                  Really this means In RPGM3, the difference in an increase of attack or defence
                  is more dramatic.

                  I suggest you just use higher attack power than defence all around.

                  Another question to ask yourself is, About how many times should a LVL 5 hero have to hit a LVL 5 Monster before it dies.? 1 time? 2 times? 3 times?

                  then ask your self, how many times should a hero have to hit a LVL 5 Monster
                  when he is at LVL 4? LVL 6?

                  Lets say its 2 Times at LVL 5, 1 time at LVL 6. etc.

                  At LVL 5, hero has 100 AT. And LVL 5 Monster has 80 DF.

                  If Damage is at 20 per hit, monster should have say, 25 HP.

                  Then the hero goes up to LVL 6, his AT goes up 5 EACH LVL.
                  Now its 105 AT - 80 DF = 25 damage.

                  You should turn all of this around and ask your self;

                  What percent of damage do I want the monster to do to the hero each round?

                  A cool feature of RPGM3 is that you basically can compare your LVL 1 hero with your LVL 1 monster, and a good rule of thumb might be for each of them;
                  Make AT twice as much as DF.
                  LVL 1 EX:
                  AT = 10
                  DF = 5

                  So no matter what lvl the hero and moster are (being the same LVL) they will
                  always do the same amount of damage to each other.

                  Of course you now realize that the Hero will have the advanage Due to weapons and armor, and having higher HP.

                  SO, then if you use this system, a tough monster can be set at:
                  AT = 11
                  DF = 6

                  or a weak one at:
                  AT = 9
                  DF = 4

                  Really, use small numbers, and make minor differences between weaker and stronger monsters, because all of this gets multiplied by the LVL #.

                  I hope all of this rambling helped someone...
                  Last edited by Alutra; 10-13-2005, 06:40 PM.
                  Esper Quest
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                  in Beta *Click "Start a new Quest" at the top right of the screen*

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