RM2K/3 GAME BALANCING PROGRAM
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Does anyone have that program that tells you if your characters are balanced? I remember there was a program like that where you had to input the character's stats and the monster's stats...
How about one that's not in spanish?
Aw screw it, spreadsheets are better. I mean the algorithms are there in the help file and I can check against the game for accuracy.
Oh yeah, that set to 300% and make 300% the norm for all elements (and add a "Null" element for non elemental attacks where all letters are 300%) and jacking up the INT influence to 5 or 10 seems to do wonders to make INT actually mean something.
In RPG Maker 2003, it's either like a glorified normal attack where defense is always what reduces the damage, or a special attack (ignore defense checked) where the more INT means more damage and the enemy can't reduce the damage with any of their stats except HP.
Aw screw it, spreadsheets are better. I mean the algorithms are there in the help file and I can check against the game for accuracy.
Oh yeah, that set to 300% and make 300% the norm for all elements (and add a "Null" element for non elemental attacks where all letters are 300%) and jacking up the INT influence to 5 or 10 seems to do wonders to make INT actually mean something.
In RPG Maker 2003, it's either like a glorified normal attack where defense is always what reduces the damage, or a special attack (ignore defense checked) where the more INT means more damage and the enemy can't reduce the damage with any of their stats except HP.
I've heard people talking about that 300% attributes method... how does that actually work? Why would a damage multiplier effect the broken INT stat?
And if I were to implement it, that means I'd have to drastically re-balance all of my skill damage amounts, right?
And if I were to implement it, that means I'd have to drastically re-balance all of my skill damage amounts, right?
post=93059
I've heard people talking about that 300% attributes method... how does that actually work? Why would a damage multiplier effect the broken INT stat?
And if I were to implement it, that means I'd have to drastically re-balance all of my skill damage amounts, right?
It works by multiplying how much damage each point of INT adds to a spell's effectiveness. So, if INT increases a spell's damage by one point for every point in the stat, the multiplier makes each point of INT increase damage dealt by three, making INT more valuable.
And you can adjust the extremes using the INT influence. For example at 5 you get about 1 or 2 more points of damage each INT upgrade, and 3 if it's all the way at 10. Also, if the damage is 33 at 10 influence, it will be around 18 with 5 influence. You can make it even more extreme if you want, all you have to do is divide your base values by the magnification you decide to use.
You can control the emphasis on base damage and emphasis on INT doing this. I really like whoever came up with this because it saved the broken stats in my game. Now every stat does what it should be, more STR gets you more physical damage, INT makes you use spells better, DEF stops damage that isn't an ignore defense skill and SPD makes you faster. Of course if you don't like the default effect SPD has on the game you can always use a special scale for all the speeds in your game.
You can control the emphasis on base damage and emphasis on INT doing this. I really like whoever came up with this because it saved the broken stats in my game. Now every stat does what it should be, more STR gets you more physical damage, INT makes you use spells better, DEF stops damage that isn't an ignore defense skill and SPD makes you faster. Of course if you don't like the default effect SPD has on the game you can always use a special scale for all the speeds in your game.
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