Deleted
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Post by Deleted on Nov 4, 2004 21:25:27 GMT -5
My characters' stats end up reaching 999 toward the end of the optional dungeon, and they're damage from Extreme Vigors (limit breaks) reaches about 3,400 (- enemy DEF/2 or MAG/2) which means about 2,400. My characters' HP and MP stays at 500 for the entireity of the game.
What about you guys?
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Draygone
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Founder and CEO of Great Dragon Gaming
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Post by Draygone on Nov 4, 2004 23:21:06 GMT -5
Well, in Thief of Magic, I know my characters are going to eventually have over 1000 HP/MP, but I don't know how much exactly.
For another game I'm working on, the highest stats (minus equipment) are: HP - 5912, 3241 MP - 5299, 2933 Strength - 589, 321 Defense - 581, 316 Agility - 533, 293 Intelligence - 566, 312
The first numbers are if I have a max level of 99 (default), the second being if capped at 50. May not even go that high, depending on how high a level one would be by the final boss (whose HP apparently can go as high as 999,999; but I highly doubt I'll be doing that).
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Post by NASH7777 on Nov 5, 2004 8:34:46 GMT -5
well mine is a zelda game so about 10 hearts is what the average player will get lol. But those who are smart can get more.
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Post by Dungeon Warden on Nov 5, 2004 14:08:01 GMT -5
I plan to keep my levels pretty low. If the player gets over 300 hps by the end of the game , he will be doing pretty good. Having numbers in the thousands isn't nessicary as long as the game play is balanced.
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Deleted
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Post by Deleted on Nov 5, 2004 17:14:19 GMT -5
I agree DW. What happened with me was: I had 16 party members, and when I was panning out their stats I went from 1-5 to 2-10 to 7-16, each time allowing more variation among them and narrowing the huge differences between characters (8/16 = 1/2 but 2/10 = 1/5) so they'd all have multiple uses. Pretty much, with bigger numbers the creator has more variance among characters. I try to keep the damage low throughout the game (for example, main character's first Extreme (limit) does about 200 at Level 1 but 1000 at level 50 and more over that level). I do see what you're saying though about there being no need for multiple thousands in number. The 2,400 comes from the strongest physical character at the highest level doing his ultimate Extreme (limit) when it's charged up that target's only one enemy, in other words the 2,400 is absolutely ridiculously high, but'll make the player feel awesomely powerful when they do it. So yes, as you said, for me it's for reasons of balance. Thank you for the responses everyone, keep them coming!
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Post by Doan the Nado on Nov 5, 2004 17:25:40 GMT -5
Mine for the characters will be 999 for both HP and MP. My displays don't allow for any more than that. My stats will all go up to 99 max. Just because I'm using low numbers doesn't necessarily mean the results will be low, as my battle formulas will involve a few different stats, along with a random variation. Some enemies will have less HP, some will have a lot.
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Draygone
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Founder and CEO of Great Dragon Gaming
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Post by Draygone on Nov 5, 2004 20:12:01 GMT -5
Personally, I prefer high numbers for two reasons. One, because high numbers kinda look cool, IMO. It's often an awesome feeling when you reach 1000 damage or what-have-you for the first time in your attacks.
The other is because of RPGM's and RPGM2 stats system. It sucks. If every character started with an attack power of 10, with one character gaining 2 points each level, one 3, and the last 4, you'd have a really bad difference in stats. When they reach level 30, one would have 68 points of attack, one 98, and one 128. The last character would have about twice the amount of power that the first character does, thus inferiorating the first character's attack power. And really, who else hates how many mage-type characters are only good when they cast spells? Maybe if the stats were 10, 11, and 12 gained each level, it'd be much more even if at L30 they'd have 300, 329, and 358 points. Which means, the first character isn't nearly as inferior. But then when you do have those stats (and have a defence power that's relatively lower; I for one would hate to have an attack of 350 and regularly take off only 50), you get into a whole bunch of stuff dealing with how come HP needs to be high.
I kinda like how the PC makers (using RMXP) let you customize the rate of increase furthur (for example, having an attack go up 4, 4, 4, 3, 3, 4, 4, 4, 3, and 3 for each level, instead of just 4 or 3 each level). Though by default, RMXP gives you high numbers anyway (there are 5 settings and I'm using the lowest three).
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Post by Doan the Nado on Nov 6, 2004 3:08:01 GMT -5
Personally, I'm going to make each level increase all characters' stats by 0. That's it. Then I will increase characters' stats whenever their skills have evolved in battle. Also, for me, someone with 50 attack won't have twice as much attack power as someone with 25 attack. There are many formulas where I use a square root, so that someone with 50 attack will have about 7/5 times more attack power than someone with 25 attack. In addition, strength is not the only thing that determines attack power for me. There will be about 3 different stats taken into account: dexterity, strength, and weapon skill.
So yeah, I think there is still room for balancing and more varied development while still using low numbers.
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Post by Dungeon Warden on Nov 6, 2004 11:35:12 GMT -5
As far as being able to do "massive damage" goes. If your characters normally do 30-50 points of damage, then a critical hit, with an attack against an enemy's weakness, that does 200+ damage will seem massive in comparison. Everything is relitive.
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Post by BloodKnight on Nov 7, 2004 13:21:31 GMT -5
The numbers will start very small, then gradually get bigger in my RPG. I'll just make a short rundown here and... Max Level:150 Max HP:9999 Max MP:9999 ATK/DEF/LCK/INT/AGL:999 Max damage:9999+(though it won't be shown) I like crunching numbers in a RPG.
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Draygone
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Post by Draygone on Nov 7, 2004 18:11:27 GMT -5
D'oh! I just realized, giving each character the same stats and a class (whether real or unnamed) would get rid of the unbalance when working with slow stat-gaining. I still like big numbers, though.
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Post by doyleman on Nov 22, 2004 20:35:17 GMT -5
<_< >_> ...700. about anyway. I am sticking with the default battle system on one of my RPG's, as I don't hate it, but it's not the best, yet it's there for me right off hand. max level avg: 60-65. that's what it'd usu. be at the end of the game.
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