THE POWER OF 5% ~ PERCENTAGE INTERVALS

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Craze
why would i heal when i could equip a morningstar
15170
I like percents in games. I like having a 20% chance to get a critical hit from this dagger, 60% Fire resistance on my Pyromancer, or a status effect that reflects 15% of damage taken back onto the attacker.

What I don't like is getting a 2% chance to evade, or a 3% buff to my damage. What the heck? That's not even noticeable!

As such, I personally like to do percentages in chunks of 5%. While 5% critical chance might not be a LOT, I figure that 1/20 (especially compared to a d20.. which is 1/20 for any particular result) will happen often enough to not feel totally arbitrary.

Do you find that you have a magic number/factor/multiple that you use for your percentage-based effects? I could see 10% being a better, more consistent option, but I don't know if I could give up 25%/75%. I like my quarters too much. Or, do you not think this is important? Is it okay to have a 61% chance of something happening, or to have a passive ability grant 7% Poison resistance?
Roden
who could forget dear ratboy
3857
Honestly, being a part of the "small numbers" camp of RPG design, I always try to use numbers ending in 5 or 0, or multiples of 2 or something nice like that. I'm not the best gameplay designer in the world (in fact, I might be the worst), but I find that it makes everything look/feel nice and helps me understand my own work a little better too.

I think having single percent increases could work if it's something that gradually improves or levels up over the course of the game, because then there's a noticeable and definite curve to everything. But in general I prefer "nice" numbers.
unity
You're magical to me.
12540
It was either you or LockeZ who mentioned something like this before, and I've been recently trying to stick to the "don't make puny buffs under 5%" rule.

As for weird stuff like 61%, I'd probably change it to just 60%, but there certainly have been times where I'll use a weird number if, in testing, it "feels" right for what I'm going for, if that makes any sense.
Elemental resistance goes in chunks of 50% - that means stacking two results in 75% resistance, then 87,5% and so on.

I sometimes want to fine tune numbers a bit, but generally, I don't do bonus effects under 10%. For infinitely stackable percentage (Lifesteal, damage bonus etc.), I generally want the bonus to be at least 30%, which is also my magic number for weapons with on-strike effects.
I don't like even numbers or strict intervals. Using numbers that only ever end in 0 or 5 annoy me - it reminds me about how artificial the game construct is, breaking my immersion. Gimme those 61%s and 47s and 13s and small increments. I don't need to be immediately and overwhelmingly satisfied by any single one stat improvement - I appreciate that RPGs are long games with a gradual build-up.

I love numbers in my games, and I love my ability to influence them, even slowly. A big thing for me is my ability to influence my fate through the numbers somehow, so having too many stats that are totally static bothers me.
Craze
why would i heal when i could equip a morningstar
15170
Feldschlacht IV
I love numbers in my games, and I love my ability to influence them, even slowly. A big thing for me is my ability to influence my fate through the numbers somehow, so having too many stats that are totally static bothers me.

What about stuff like how a lot of MMOs and diablo-likes have "vs level" stats, such as "chance to hit vs same-level enemy"? If you don't increase your 433 to a 440, you'll go from decent 92% to 88%! Does that scratch your itch?

I feel a lot like Pizza. I like beautiful numbers. I totally get where kentona is coming from, though.
I actually do see merit in small numbers when there's lots of customization slots (usually, equipment). World of Warcraft can have bonuses that result in like, for instance, 5-6% more HP. If you have a full set of equips that grant this bonus (13 armor pieces + 2 hand items), that's a total of 75-90% HP!
author=Craze
Feldschlacht IV
I love numbers in my games, and I love my ability to influence them, even slowly. A big thing for me is my ability to influence my fate through the numbers somehow, so having too many stats that are totally static bothers me.
What about stuff like how a lot of MMOs and diablo-likes have "vs level" stats, such as "chance to hit vs same-level enemy"? If you don't increase your 433 to a 440, you'll go from decent 92% to 88%! Does that scratch your itch?

I feel a lot like Pizza. I like beautiful numbers. I totally get where kentona is coming from, though.


I do think there is a certain aesthetic in the application of numbers; 5% or 10% is just prettier to look at than 6% or 11%. However, I think the big thing for me is the applicability of those numbers more than anything. If a system is designed to comfortably fit numbers in set intervals like that, than I'm all for it, because numbers are the direct meat of the mechanics of a game, if I had to choose, I'd rather choose something messy that works than something clean that doesn't.

I think 6% and 11% are prettier to look at.


I am the 1%
No really, I hate 5% increments because yeah 15% is ugly af while 12% and 16% are beautiful. lol
So I tend to use 4% increments, as they feel organic and natural and still chunky enough not to be insignificant. But it really depends on a lot of factors. For example, if you're using socketed equipment and have a lot of equipment slots, +2% HP might become more significant. XD

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm not as interested in Craze's OCD as I am in some of the responses to the topic.

I think the main problem with really low stat increases isn't that they have a really low effect or that they look weird and tiny, it's that they often have no effect at all. Especially for offensive stats.

What happens is that:

- At 440 attack power, every enemy in your current dungeon dies in 3 hits, every single time.
- At 450 attack power, every enemy in your current dungeon still dies in 3 hits, every single time.

So the player gains stats that look pretty but have absolutely zero effect. They might need to get to over 500 attack power before they start having a chance to kill the weakest enemy in 2 hits instead of 3. If only one party member's attack power is increasing, they might need even more than that.

I've solved this problem in the past by making damage extremely random. Like, the default variance in RPG Maker is 15% or 20% - I change it to 50% for every skill. At such a high random variance, the player might randomly kill the enemy in 2 hits instead of 3. If you get more attack power and start doing 5% more damage, that means you have a higher chance to kill the enemy in 2 hits instead of 3. Even 1% more damage is meaningful.

Another way I've solved this problem is to make normal enemies take more like ten or twelve hits to kill, instead of the standard three or four hits. The result was that even with only a normal 15% damage variance, it mattered when the player got 5% more attack power. Some players hated this and complained endlessly that it made battles drag on, though. Really it didn't take any longer - I just had a third as many battles to make up for it - but it did feel that way to some people.

Either of these solutions (and other solutions, probably) can make it so that there's an actual difference between a 30% damage buff and a 32% damage buff. But in your default-ass RPG Maker damage system with typical enemies and skills balanced Dragon Warrior style, no, there's no difference.
Well, that's interesting but I think a single increase isn't supposed to diminish by 33% the time taken to kill an enemy. IT's more like, it's supposed to be one factor that have to bwe played with other factors / minor increases for a palatable result.
slash
APATHY IS FOR COWARDS
4158
I prefer huge numbers that come less frequently. If a player gets a level up or a huge new sword, I want them to feel the difference in a very obvious way. Either they deal some enormous amount of damage - 50% more! 100% more! - or they see the effects of their gain in another way - the sword explodes! turns enemies to ice! Minor incremental powerups make sense because frequent small rewards feel good (and add to the addictive nature of grinding-based games) but personally, I want rewards to feel amazing.

I don't remember much about getting new weapons or armor in FF7 (ultimates aside), but I remember every new Materia I found, because they expanded my abilities or had some huge effect on stats. I love WoW's new talent trees compared to their old ones - you only get a choice every 10 or 15 levels now, but many add huge changes to your playstyle, and not just 1% extra damage like it used to be.

Keep in mind that you'd almost certainly have to design your game around this! Managing big upgrades over the course of a long game would be super difficult, and keeping players tuned in between each power up would require some trickery.
author=slash
I don't remember much about getting new weapons or armor in FF7 (ultimates aside)

I think this is also, maybe even mostly, because of issues with transparency and difficulty in FFVII. What the Man doesn't want you to know about FFVII is that many weapons and armor do have stat boosts associated with them, namely the Wizard and Warrior Bangle (20+ to Magic and Strength respectively), the Behemoth Horn, and a few others. The lack of visibility on this on the descriptions of the armors/weapons themselves betray what they actually do.

In addition, the difficulty, or lack thereof makes those harder to notice as well. Most people already know that FFVII is pretty easy, so even major differences in stats don't really make much difference; Accessories that provide major 50+ stat boosts like the Circlet or Touph (sp) Ring don't really have that much of a impact because of how easy and indifferent enemies already are. Not to mention that the aforementioned armors like the Wizard Bangle or Ziedrich would become very noticeable, more so than they already are, to have if the game was a little harder!
Final Fantasy X did this really interestingly with their battle formula by making damage raise quadratically.

A 1 point of STR meant always a reasonable increase in damage. Be it from 70 to 96 damage, to 2800 to 3100 damage.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=JosephSeraph
Well, that's interesting but I think a single increase isn't supposed to diminish by 33% the time taken to kill an enemy. IT's more like, it's supposed to be one factor that have to bwe played with other factors / minor increases for a palatable result.
Yeah, that's my point. I mean an alternate third solution would be to make every single offense upgrade be a 33% damage increase, but as you said, that's slightly ridiculous in most games.

But when the player gets "upgrades" that have literally zero effect whatsoever, that's a serious problem. And it's a problem that happens a lot in RPGs where the player gets an upgrade that gives a 5% damage bonus to only one of their four party members. (If your game refills the player's HP/MP to full at the end of every battle, the same phenomenon can happen with defensive stats too.)
I like to try to focus on the hits per enemy to death ratio instead of hard numbers. So if you start a dungeon and it takes your party 3 turns to kill 5 skeletons, at the end I want to cut that down to 2 turns, if not less (one and a half turns).

Also, I like to change the crit hit multiplier up so that if you do a critical hit it's not just like 'you went from 20 damage to 35' but instead 'you went from 20 damage to 70!' so that it honestly feels like you got fucking lucky, mate. (hate it when crits just feel meh)

I like to use smaller numbers (rarely reaching 255 for base stats, and highest HP peeps barely hitting the 500 mark) and it does make it a lot easier to balance how I like - small increases mean a whole lot more.

As for percentages, I like to use big numbers. Healing items will usually carry all the way through the game, from start to end. For example, Healing potion does 45%+50HP healing. At the start of the game, when your characters barely break the 70-80 mark, this is almost a full heal, but later on it falls off a lot, becoming about a half-heal. Good. Then my second tier item can swoop in and take over.

There's nothing worse than someone giving you a fucking 20% or less healing item with no hard HP buffer. Like, seriously, that shit is horrible.

And to the number patterns, I'm okay with skills having weird % numbers but not so much items. If I'm labelling for you to see (which I do for items but not for skills), then I'm gonna make it easy for you to figure out what you get out of it. Have 200 HP and an item that heals 45%? You know it's going to be almost half heal - about 90HP. Have 200 HP and an item that heals 23%? You can guesstimate about 1/4th of health but it's gonna take a bit longer to come up with a hard number (about 43 HP? 38HP? Something weird like that. Also fuck you for under 25%).

Oh, I've also started doing armour increases based on percentage in my shorter games. It's... interesting, to say the least. As with my skills, I don't label the amount added, but as with my items, I give a base boost along with the percent boost. So, for example:


Of course that weapon is one that is a liiiiiittle OP, but mainly because MC is very weak and needs the stat increases (like holy hell, she barely manages to get through said forest even with that thing >.<; )
It's an interesting approach for equipment. Reminds me what I did for Carolyne, but I commited the idiotic mistake of 1. not adding a flat number 2. using small percentages.
And your level resets when you leave the dungeon.
And the base stats were 6~12 (24~48 for hp)

now you can see a +8% atk sword was shit
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