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    Stat help

    OK Well I seen a similar question someone posted but I forget who but it regards the stat problem he/she had and I have the same one. Just to let everyone know I'm not trying to get out of some of the work myself I'm simple trying to get some suggestions.

    Near the end of the game I would like my charecters to do around 1000-1500
    with a normal attack (assuming the charecter is around level 50) Which stats would you recomend a charecter have? (Charecters should take about 200 damage a normal hit from enimies)

    Any suggestions would help greatly! OH and P.S whoever needed this question answered i hope you read this.

    #2
    Re: Stat help

    Okay, this is a rough setup. I threw it together in about two minutes:

    Base stats:
    BHP: 50
    HP: 50
    STR: 20
    MAG: 5
    DEF: 15
    MDEF: 7
    MP: ???
    AGI: 15

    At level 50, those stats would all be multiplied by 50:
    HP: 2550
    STR: 1000
    MAG: 250
    DEF: 770
    MDEF: 350
    MP: ???
    AGI: 750

    Now, the only way your character would deal 1000 damage is if your monster has 0 defense, which won't happen. But you will also be adding accessories and weapons into the mix. The STR from those will help balance out the monster defense. Adding armor to your character will also help with managing the monster's damage output. If the monster's STR was 1150 and your character's armor DEF bonus summed 180, then the monster would hit you for 200 each hit.

    If you do decide to use base stats this high, keep in mind that each time you level up your STR, DEF, and HP are going to increase dramatically compared to the monsters you are fighting, especially at the lowest levels. At one level a battle could be rough and the next you could destroy the enemy while taking 0 damage. In my experience I've found that using smaller numbers as base stats helps tremendously in keeping a balance on monsters are you level up.

    I hope this helps.

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      #3
      Re: Stat help

      That's why I like to keep stats low. More control over them. Make 100 a powerful hit instead of 1000.
      "Those who want peace must prepare for war."

      Wii#: 8540 8974 8755 6475

      The post above has a 70% chance for spam

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        #4
        Re: Stat help

        I agree with both of you...low stats are better.

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          #5
          Re: Stat help

          For some reason, to me, dealing only 100 damage doesn't seem all that powerful. Except when it's something like a perfectly executed elemental spell that winds up doing a lot more damage than your typical physical attack. But still, once you reach 100 damage, any higher amounts won't seem that impressive, since you're likely reaching 100 damage early on and you'll likely never reach 1000 damage if you use low stats. Too long spent on 3-digit damage. 4-digit damage near the end feels much more satisfactory, as it makes you feel as though you've really aquired the strenght necessary to defeat the all-empowering evil.

          I wish I knew how the Final Fantasy games do it, though. Those games you start off somewhere around 30-100 damage (depending on the game) and finish dealing more than 3000, and yet it doesn't really seem like you're getting super-strong real fast as you go through each dungeon. Yet I can't see any way to deal more than 1000 damage without getting stronger at an unecessary rate. So I'm stuck with settling for 100 damage, and making it so you don't reach 100 until a good distance in. Figure out the final level my party has at the game's end, and figure how much stat growth the party would need to deal 100 damage 10-15 levels beforehand.
          Last edited by ErikaFuzzbottom; 07-12-2006, 07:02 PM.
          "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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            #6
            Re: Stat help

            Ok well I'm trying to find a way that has high # stats with less complication anyways to help me does anyone know the formula for damage to the moster?
            I was guessing it was somewhere along the lines of:

            PLayer Strength + weapon bonus -enemy defense <divided by 2.

            Sound right?

            Comment


              #7
              Re: Stat help

              In my Hidden Valley game, the main character managed to do over 2000 damage in one hit against the final boss. Something I discovered is that you don't want to let total attack points go over 999, as it seems you do less damage if you do so.

              Comment


                #8
                Re: Stat help

                Because of recent experienec ( 5 minutes ago)
                I've decided to keep my stats low so now I'm wondering how bout making 500 a powerful hit instead of the thousands?

                What kinda stats would you use?

                Comment


                  #9
                  Re: Stat help

                  How far into the game do you want 500 to be hit, and what is the expected level of the player's party at the final boss?
                  "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                  Comment


                    #10
                    Re: Stat help

                    Originally posted by Draygone
                    I wish I knew how the Final Fantasy games do it, though. Those games you start off somewhere around 30-100 damage (depending on the game) and finish dealing more than 3000, and yet it doesn't really seem like you're getting super-strong real fast as you go through each dungeon.
                    The answer there is pretty simple: They have better control over the leveling process and incrementation than we do here. If you're familiar with RPGM2, you get full control. If you want to keep the player in a certain level bracket, you simply make the next set of monsters too tough for the given level and require a much higher amount of XP to get to that next level. After that, you narrow the gap again. This way you can keep the player at say, level 10 and require a lot more leveling to get to 11. Then after moving to a new area the monsters give more XP, making the leveling go faster. It helps you control the player's progression. Sadly, we don't get much control over the incrementation of player stats, which is how Square makes your characters hit so hard by the end of the game without needless leveling.


                    Originally posted by Zero Down
                    Ok well I'm trying to find a way that has high # stats with less complication anyways to help me does anyone know the formula for damage to the moster?
                    I was guessing it was somewhere along the lines of:

                    PLayer Strength + weapon bonus -enemy defense <divided by 2.

                    Sound right?
                    Negative. You were very close. The formulas you will want are:

                    Player -> Monster
                    [Player Strength] + [Weapon STR Bonus] + [Accessory STR Bonus] - [Enemy Defense] = [Damage Given to Monster]

                    Monster -> Player
                    [Monster Strength] - [Player Defense] - [Player Armor & Accessory Defense Bonus] = [Damage Received By Player]

                    Player (Magic) -> Monster
                    [Player Magic] + [Weapon MAG] + [Accessory MAG] - [Monster MDEF] = [Magic Damage Given to Monster]

                    Monster (Magic) -> Player (Magic)
                    [Monster Magic] - [Player MDEF] - [Player Armor & Accessory MDEF Bonus] = [Magic Damage Received By Player]

                    The basic incrementation, in case you didn't see it in the instructions, is:

                    Stat Incrementation
                    HP: [Base HP] + [HP] * [Current Level]
                    All other stats: [Stat] * [Current Level]

                    Originally posted by Zero Down
                    Because of recent experienec ( 5 minutes ago)
                    I've decided to keep my stats low so now I'm wondering how bout making 500 a powerful hit instead of the thousands?

                    What kinda stats would you use?
                    If you take the stats I posted earlier and divide all those numbers in half you will do about 500 damage. I don't know how well it would work. I haven't had time to work on mine much. I'm sure if you play with it enough you could make 500 or so work for you. I highly recommend not worrying about end-game until you get there. I would start with low stats and work your way up and I'm sure by the time you're finished you will find a way to get your characters doing high amounts of damage.

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                      #11
                      Re: Stat help

                      Thank you I will get to work on this tonight I wont be able to post any replies since I going camping but if I have any problems I will Post here when I return

                      Comment


                        #12
                        Re: Stat help

                        I had another idea for you that I'm 99% sure would solve your problem.

                        Throughout your game, create many weapon upgrades that the player will be required to get to keep up with the monster's stat curve. Instead of boosting your base stats, boost the stats of your weapon's STR. To off-set the monsters, boost their HP. This way, you're dealing out 1,000+ damage per hit, not destroying them and the monster is still able to damage you.

                        If you're worried about someone getting the weapons too early, set the price of them very high and force them to need to get the gold from the things they can handle or make some of the end-game weapons difficult quest items.

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