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High Level Enemies & Balancing.. Thoughts?

Bosses that summon minions where you have to decide whether you let the boss heal and take out the minions that are racking up damage on you or focus more on the boss.

Bosses that exist where massive swarms of enemies keep rushing in over a period of time (Reinforcements have arrived!)

Bosses that can reflect damage some of the time- boss turns blue, all damage it is hit with gets sent back to the caster.

Bosses that hide, and you have to break boxes to find them or hunt them down.

Underwater bosses, where you have to go and keep collecting oxygen tanks to keep the fight going.

Having the boss have super attacks where you have to stand in protective areas to avoid getting hit really hard.

A boss that is only beaten by items, which makes most or all skills useless. Can add a nice novelty effect because players are forced to give up everything they have been relying on for a battle.

Having something normally harmless as a boss- like a cat- because the players were shrunk down and now normal things are dangerous to them.

If you have knockback in your game, having to knock the boss into certain spots for it to get damaged all or part of the time.

Optional bosses that come up at a split in the story- maybe someone you are trying to help is possibly lying to you, but you don't have enough information to know for sure, and now you have to decide whether to fight this other person they mention or not. It could affect future quests or at least the quest reward.


I think storyline probably adds just as much or more to the beauty of a boss fight than the actual boss' mechanics do. Even an even-level boss fight with a character in a story who backstabbed you can pull in as much sense of accomplishment/enjoyment as a super-complex boss fight.

Overall Game Balance- Reaching Peak Character Performance

I was wondering if anyone had a breakdown they used for how characters reach max stats in their game (by stats, I'm also including things like accuracy and defense), or simply what you think the best one is. Obviously the character has to invest in stats itself, but then there is armor, skills, items, other player buffs, quest buffs, etc. What breakdown would you use so that buff classes add a worthwhile value to the game without being overpowering? In some games, a bunch of buff toons can just get together and buff their attack and defense so high that they don't need attack-based or defense-based toons. I'd like to find a healthy balance.

One possible breakdown:

Self 50%
- Stats 20%
- Armor 20%
- Skills 10%

Items 10%

Buffs 40%
- Other Players 30%
- Quest or Guild 10%

Thoughts?

Making Def Like Atk

Thanks for the input. After reflecting, I found the formula I'm looking for:

End Dam = (Atk+100) * (100/(Def+100))

This will make my numbers balanced, so that 5 def (5% boost) and 5 atk (5% boost) are equal. Unfortunately, now I'm stuck figuring out how I want to implement it, because while I like smooth numbers for people, the first 100% def reduces damage by half, and everything after that quickly drops. Perhaps I can make it so that percentage boosts to def only boost def numbers that are already present- meaning an armor has to have 50 defense in order for that number to increase. Now I really want to experiment with how to implement that to replace the standard elemental resistance 0-100 model.

Making Def Like Atk

In a lot of games (and part of mine included) Atk can increase infinitely if people can get powerful enough weapons. Also in a lot of games, defense tends to have a hard bottom- if someone hits 100% fire resistance, they become immune to fire attacks. I'm trying to figure out if anyone has found a formula that helps to balance these stats out, so that a 60% attack boost could equal a 60% def boost, if two people are fighting each other.

Is there an inverse formula I could use with def so that it better matches atk (if 100% atk boost equals double damage, what formula could I use so that 100% resist boost equals double the damage reduced)?

I know that there is probably an algebraic equation for this, but I'm not a genius in this area.

Thoughts?
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