"DID NO DAMAGE" - PROBLEMS BALANCING PLAYER GEAR/STATS VS. ENEMIES

Posts

Pages: 1
Using: RPG MAKER/VX ACE

So, my enemies seem to be having a really hard time hitting my level 1 player in basic gear. I'm using my own xp curve and trying to balance the enemies to player player level. I've read a few guides on balancing but something just isn't working.

Here are the stats:
Attack: Using default attack formula (a.atk * 4 - b.def * 2)
Player Starting Stats:
HP: 50, MP: 10, ATK/DEF/MAT/MDF/AGI/LUK = 5
Level 1 Gear:
Sword: Atk 3
Armor: Def 3
Helmet: Def 1
Boots: Def 1
Shield: Def 2
Total: ATK: 8, Def: 12

Enemies:
Base Enemy: 75HP/35MP/ATK/DEF/ALL = 5
Strongest Enemy in 1st Area: 250HP/60MP/ATK/DEF/ALL = 6

Now the guide I read here:
http://www.rpgmakervxace.net/topic/4933-making-a-balanced-game/

Suggests standard enemy ATK be about 30% less than player's and dungeon enemies same as player, with all the other stats DEF/etc. about the same as player's but not counting the player's equipment this seems to be resulting in no hits for enemies.

Also, I've been having some issues with my weapons. The default weapon's in the database such as hand axe have a default of EX-Parameter Hit - 10%.

Now, I'm not sure how a weapon with a negative 10% chance to hit is supposed to hit an enemy at all.

With Hit Rate set at 0% for a weapon, it won't hit at all. So, I've got my default weapon set to an 80% hit rate, which if I'm reading that right should hit 80% of the time.

So...why in the hell do all of the default RTP weapons have -10% - 0% hitrate for ex-parameter?

Perhaps, someone could just recommend a better curve/player/enemy/gear balancing guide or tell me why using that guide's advice isn't working for me here?

I just want a standard stat progression where the player doesn't start off with hundreds of hitpoints and end up with 10,000 hit points at the end of the game.
Yea, I hate this too.

The first thing I usually do instead is make 80% accuracy physical skills. It always damages unless it misses, you can reduce by 1/5 I think it was by using Defend, and you don't drive yourself crazy trying to scale for being hard enough for level one only to overshoot in five levels. Enemies that damage 15 hp will get overshot challenge-wise when you get higher stats but you don't have the mess of screwed up stat progression working against you.

Also, what engine?
author=bulmabriefs144
Yea, I hate this too.

The first thing I usually do instead is make 80% accuracy physical skills. It always damages unless it misses, you can reduce by 1/5 I think it was by using Defend, and you don't drive yourself crazy trying to scale for being hard enough for level one only to overshoot in five levels. Enemies that damage 15 hp will get overshot challenge-wise when you get higher stats but you don't have the mess of screwed up stat progression working against you.

Also, what engine?

Sorry, shoulda mentioned that at the beginning or title. Using VX ACE.
The enemies can't hurt you because their attack is less than half of your defense. How much attack they should have depends on your defense and HP, not your attack.

Here's a quick help. If the target has no defense, it takes full damage (duh.) If the target has same defense as the attacker has attack, it takes half damage. If the defender has twice the defense than the attacker has attack, it takes no damage. For values between those examples, the damage will be somewhere between.

Your characters have a default +95% chance to hit via their classes. If the handaxe has a -10% chance to hit, that makes the accuracy 85%.

The guide you're using looks worthless to me. The author seem to have a poor grasp on how the stats work.

I may be able to help you with balance. I need more information though. How high do you want your character's stats to be at first level and end level, approximately that is?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Honestly, just pay attention to how many hits it takes for a unit to go down.

That's the most universal rule of thumb I can offer. If you decide that a bulky character takes 5 hits and a frail character takes 2 or 3; adjust numbers until it's so. There's worlds more to balancing than that and it'd take more time than any of us have to lay down all the ifs, all the thens, and all of the creative choices that go in to balancing a game, but keeping track of how many hits kills a unit is a fairly foolproof starting point.
author=Crystalgate
The enemies can't hurt you because their attack is less than half of your defense. How much attack they should have depends on your defense and HP, not your attack.

Here's a quick help. If the target has no defense, it takes full damage (duh.) If the target has same defense as the attacker has attack, it takes half damage. If the defender has twice the defense than the attacker has attack, it takes no damage. For values between those examples, the damage will be somewhere between.

Your characters have a default +95% chance to hit via their classes. If the handaxe has a -10% chance to hit, that makes the accuracy 85%.

The guide you're using looks worthless to me. The author seem to have a poor grasp on how the stats work.

I may be able to help you with balance. I need more information though. How high do you want your character's stats to be at first level and end level, approximately that is?

That looks like both of my problems right there.

1. The guide seems to be giving some bad advice about enemy defense and...

2. I forgot to add hit-rate when I created my base class from scratch. Derp.

I'm still scripting/play-testing/mapping so once I average out encounters per area/average xp/expected level progression and finish making all the areas, that will give me a better idea on how to set my curve.

Aside from those stumbles, I'm actually making pretty good progress. This was an old forgotten-ware project of mine that I dug up from a few years back. It's not one of those overly-ambitious projects, it's a very tongue-in-cheek-just-for-funsies type game.
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