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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

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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