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the lost nitty gritty balancing handbook

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    the lost nitty gritty balancing handbook

    i tried looking for this guide on the pav, mag, and gamefaqs but it seams to have disapeared. unfortunately i dont remember who made it but it might of been lost when the pav moved. if you can find out where this is then drop me a link.


    Balancing Armor

    ********Converting Defensive points into HP**********

    Divide your characters defensive points by two to change them to HP.
    This helps in balancing.

    Character 1
    HP 200
    Def 16

    16/2 = 8
    200+8 = 208

    Total HP is 208

    One thing to be careful of is that this number is sometimes lower because Def has no effect on Magic attacks.
    So HP is always more valuable then Def. Points.

    **************Balancing Armor*******************

    Armor should be 27% of your Party’s total HP, (make sure you convert Def. pts. to HP first)

    3 characters in your party
    Party’s total HP is 300

    Armor should be 183 defensive points worth.

    That means if your characters buy 3 pieces of armor and 3 helmets, between your 3 characters together the defensive
    points you give to all the armor shouldn’t add up to more than 183.

    You should have your game broken down into areas, with certain levels of monster appearing in each area. Then you make
    it so that the player will need to have a certain amount of armor and be at a certain level in order to get through there
    without being wiped out.

    *********Armor Level at start**********

    When you start the game, you’ll probably want your characters to have a relatively simple time with battles, as you set up
    the story. Then they should face a lot more difficult monsters that require them to heal after 1 or 2 battles, which will
    require them to level up and get new armor. Then after leveling up and getting new armor, they should need to heal after
    every 3 fights. Then they should see some new difficult enemies that require them to heal after 2 fights, and repeat
    everything again.

    You may want players to get to a point where they only need to heal after every 4 fights, to give them a feeling of
    accomplishment, after which you would then bring out the more difficult monsters and repeat the process.

    ********A good way to begin balancing armor*********

    -Create all the types of armor you want to appear in a scene or level, not the whole game yet.
    -Give the armor their values.
    -Equip your characters with the armor and check their stats.
    -Base your monsters on those stats.
    -Have your monsters fight your characters.
    -Un-equip all the armor and let your characters fight the monsters a few times.

    When your characters are armor-less, this will be when they’re their weakest, so they should have to heal after every one,
    sometimes two fights.

    When your characters have all their armor, they’ll be strong and they should only have to heal after every 3. Also, they’ll
    be even stronger because they would have leveled up a few times.

    When a character gets a new set of armor, lets say a helmet, body armor and a shield, the number his defensive points go up
    should equal 27% of the character's HP.

    Character's HP 290
    Character's Def 20
    Convert Def to HP

    Character's total HP = 300

    27% of 300 = 81
    Defensive points for armor should total 81 points

    You can then distribute the defensive points for your set of armor like this:

    Helmet 24
    Body Armor 45
    Shield 12

    Helmet is 30% of the defensive points
    Body Armor is 56% of the defensive points
    Shield is 15% of the defensive

    If you want to make a defensive accessory, you can do this:
    Accessory 5.

    This of course is just one way to balance your armor.
    ------------------------
    One way to start is to give each character in your game a defense of 30, as a matter of fact, you can give all your
    characters the exact same stats.) Then create the monsters and balance them according the starting stats. of your
    characters. Then do some battles to make sure monsters are as strong or as weak as you want them.

    Now what you do is, being that you gave each character the same stats, you start removing some of a number from one
    character and adding it to another. You do that for all your characters; just make sure whatever number you remove from
    one person's stat, that's the number you give to someone else for the exact same stat.

    Example.

    Character 1 has 200 HP
    Character 2 has 200 HP

    You take 45 HP from him, and give it to character 2, who at this time also had 200 HP.

    Now
    Character 1 has 145 HP
    Character 2 has 255 HP

    Make sure you don't take too much of one stat from a character (unless that's what you want) because you might cripple him
    and make him useless.

    Also in battles, I've noticed if you have 4 characters in your in party, the one in the back row takes by far the least
    damage.

    Balancing Magic
    ----------------------
    This guide works in conjunction with the balancing battles guide and the balancing weapons guide, which you should read
    first.

    Balancing magic can be tricky because every game can have it's own system and there are too many ways that magic can be
    incorporated in a game. These are some general tips.

    A magic spell works a lot like a regular weapon. It should work on the rule that an enemy will take either one, two or three
    hits to defeat. That means a magic spell should take 40%, 50%, 68% or 110% of an enemy's energy, and can hit everyone at
    once if you choose.

    Players should receive strong spells when they reach a certain area, and weaker spells when they level up, so they don't
    become too strong too quickly.

    Players shouldn't be able to use magic for every fight (unless that's part of your game).

    If characters are going to be using offensive magic, you'll most likely have to make enemies stronger.

    As far as created spells can be judged in these categories....

    Strength
    40% 50% 68% 110%

    MP consumed
    10% 25% 50% 90%+

    Number of enemies targeted
    One All

    How effective its class is (How many enemies are immune to it)

    One Two One undamaged Two undamaged
    -----------------------
    This guide works well if you're using a lot of monsters that take two hits to defeat, mixed with monsters that take one
    hit or three hits to beat.

    Two hit enemys will be labelled 2H enemys

    A weak spell takes 40% of a 2H enemy's HP
    A medium spell takes 50% of a 2H enemy's HP
    A Strong spell takes 68% of a 2H enemy's HP
    A wipe out spell takes 160% of a 2H enemy's HP

    Obviously if you make the spell hit everyone, it becomes three times stronger.

    If you want to use classes with your magic, the first thing you have to do is make all your enemies as class A. You can
    then change some of the enemy's classes to make them immune to certain spells. You'll then want to make your magic spells
    all class C.

    If you make all your magic class C, you have to cut all the
    percentages in half.

    Example.....

    A weak spell takes 20% of a 2H enemy's HP
    A medium spell takes 25% of a 2H enemy's HP
    etc.

    If you want to make a monster half immune to a spell, make him Class B.
    If you want to make a monster almost fully immune to a spell, make him Class C.

    If you want a spell to hit all monsters at the same rate, give it Class none.

    To get percentages of a number, just put the two percentage numbers behind a decimal point..........

    68% of 300 = 300 multiplied by .68

    300 multiplied by .68 = 204

    68% of 300 = 204

    If it's three percentage numbers, put the first number in front of the decimal point..........

    158% of 300 = 300 multiplied by 1.58

    300 multiplied by 1.58 = 474

    Balancing Weapons
    --------------------------
    Each weapon should raise a character's attack by 15 %, which you get by multiplying the number by .15.

    This isn't really too hard. It's really has more to do with the monster then the weapon.

    This technique is based on you making each monster generally takes two hits to defeat, but having some take 3 hits and
    some take 1 hit.

    Example

    You'd give a 3 hit monster 150 HP
    You would give a 2 hit monster 100 HP.
    You'd give a one hit monster 50 HP

    Now you have 3 characters in your party, a strong one, a weak one and an average one.

    Strong character's attack
    takes away 68% of two hit monster's energy.

    Avg. character's attack
    takes away 50 % of two hit monster's energy.

    Weak character's attack
    takes away 40 % of two hit monster's energy.

    Giving your characters stats. based on these numbers now requires the player to make sure he has two of the right characters
    fighting the same monster.

    Example

    Strong char. can defeat one hit monster by himself
    Strong char. and any other character can defeat two hit monster.
    Strong char. needs 3 hits to defeat 3 hit monster.
    Strong char. can defeat 3 hit monster with a critical hit (doubles attack)

    Avg char. can most of the time beat one hit monster
    Avg char. cannot defeat two hit monster with Weak, but can with Strong char.
    It will take Avg char. about 3 hits, sometimes 4, to defeat 3 hit monster.
    Avg char. cannot defeat 3 hit monster with critical hit

    Weak char. cannot defeat one hit moster
    Weak char. can only defeat two hit monster with strong
    It will take Weak char. at least 4 hits to defeat 3 hit monster

    What happens now is, as the character's get their new weapons, the number of turns necessary to defeat an enemy decreases,
    and you'll see them all become more proficient at defeating their enemies with one hit or double teaming them to defeat an
    enemy in one turn.
    Balancing Battles
    ---------------------
    Balanced Monsters

    *******************
    Calculating how much damage you take and how much you receive
    *******************

    Use this easy formula

    (Enemy’s Attack - Character’s Total Defence) divided by 2 = Amount of HP Character loses.

    Enemy’s Attack
    38

    Character’s Total Defence
    20

    Enemy’s Attack - Character’s Total Defence = 18

    18 divided by 2 = 9

    Amount of HP Character loses = 9

    It’s the same thing if it were Character attacking Enemy.

    ********Balancing Battles, First Technique***********

    For making battles balanced, here’s how you would start

    With one character vs. three enemies, each hit from an enemy should take 3% away from a Character’s HP.

    Character’s HP 100

    Total HP is 100

    3% of 100 HP is 3 HP,

    That means each enemy should take 3 HP on each attack.

    If it’s two characters vs. three enemies, each enemy should take away 6% of the characters TOTAL HP.

    Character 1 HP 100
    Character 2 HP 80

    Total HP is 180

    6% of 180 HP is 11 HP (rounded)

    That means each enemy should take away 11 HP on each attack.

    If there’s three characters, Each enemy should take away 9%

    Character 1 HP 100
    Character 2 HP 80
    Character 3 HP 125

    Total HP is 305

    9% of 305 is 27 HP

    That means each enemy should take away 27 HP on each attack.

    ********Balancing Battles, Second Technique**********

    I base these numbers on the fact that I want each battle to take about a quarter (25%) of the total characters’ energy.

    Character 1 HP 100
    Character 2 HP 80
    Character 3 HP 125

    Total HP 305

    25% of 305 is 76.

    3 Battles

    Battle 1- Team loses 76 HP of energy

    Total HP is now 229

    Battle 2- Team loses 76 HP more of energy

    Total HP is now 153

    Battle 3- Team loses 76 HP more of energy

    Total HP is now 77

    The player should then heal his troops after every third battle.

    Now you can play with these numbers to make monsters stronger or weaker, but you should always keep in mind how much energy
    you want your team to lose each fight. Definitely get a calculator.

    You should use the percentages as a guide: make some monsters with higher percentages, make some monsters with lower, to
    keep it balanced. You can use the percentages when making your spells too.
    -------------------------------
    So, basically, on your Balancing Battles, First Technique, you just multiply the number of enemies and the number of
    characters together to get the percentage?
    -------------------------------
    Yes, but you have to start out with at least three monsters in the battle.

    If you have less monsters, you have to raise each monsters attack.

    For instance, lets say you have..........

    **Three monsters

    Each has 4 for Att, combined for 12 Total damage

    **Two monsters

    Each has 6 for attack, combined for 12 Total damage

    Att went up by 50%
    (multiply by .50 to get the added Att, then add it to the old number)

    Old number 4
    New Number 6

    **One monster

    He has 12 for attack, combined for 12 Total damage
    Att went up 300%
    (multiply by 3 to get the added Att, then add it to the old number)

    Old number 4
    New Number 12

    Thank you Ωbright for the sig fix!
    Card Three is released! You can find it here!

    #2
    Re: the lost nitty gritty balancing handbook

    Ooh, I have this printed out, though I have the parts rearrganged (probably when I edited for printing). Actually, I don't have the whole thing, I didn't bother with the very last part, but I still have most of it here. Also, at the end of it I have some of the stuff I believe Draygone found about the M Def stats a few years ago written in.

    IIRC, this was never on GameFAQs, it was on the old original Pavilion, probably sometime around 2002 or 2003. I don't even know if the Mag was around when this first went up.
    Last edited by orius; 03-26-2012, 08:03 PM.
    Octagon Games
    Games by orius


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      #3
      Re: the lost nitty gritty balancing handbook

      Tried the calculating damage and it works like a charm. Thank you a lot.


      "Whoa! Zombies suck dick at driving." - Juliet Starling, Lollipop Chainsaw

      Comment


        #4
        Re: the lost nitty gritty balancing handbook

        This is very helpful. My first project was way too imbalanced. Maybe this can aid my next one. Granted, I'm using VX Ace but I imagine this advice is still mostly compatible!
        Last edited by BrokenH; 11-16-2013, 12:58 PM.

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          #5
          Re: the lost nitty gritty balancing handbook

          in the many years i started my own project, ive come to appreciate how valuable simple numbers can be. you dont need ridiculous stats for your game to make it feel impressive.

          im glad it has helped you.

          Thank you Ωbright for the sig fix!
          Card Three is released! You can find it here!

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