Enemy/Equipment Stats made more simplyer

#1
I came up with some fairly simple formulas for setting the stats on equipment and enemies that should keep gameplay somewhat balanced. It's set up around 'levels' meaning ‎  a level 10 player with level 10 equipment ‎  will be suitable for a level 10 enemy. It's based on a player starting STR/MAG of 5 and 100HP.


Player Weapon Stats:
+3 ATK points per level, spread across 3 damage types
For 'Elemental' weapon, ‎  - 50% to all non-elements and add it to elemental


Example, Lv10 Sword =10x3 ATK points so:
Normal . . . slash=10, smash=10, stab=10
Elemental . slash=20, smash=5, ‎  stab=5
Elemental ‎  .slash=5, ‎  smash=5, ‎  stab=5, ‎  Holy=15



Player Armor Stats:
Note: Armor's effective 'level' is the total level for all equipped armor. So 5 level 2 armor pieces = level10
+5 DEF point per level
For 'Elemental' armor suit, ‎  - 50% to two non-elements and add it to elemental


Example, Lv10 Armor =10x5 ‎  DEF points so:
Normal Armor Total . . . . . . . .Lv10 ‎  slash=6, smash=6, stab=7, flame=6, earth=6, water=7, wind=6, holy=6
‎  ‎  Actual Equipment - ‎  Helm ‎  Lv1. .slash=1, smash=3, stab=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Chest Lv2. .slash=1, smash=1, stab=2, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ‎  holy=6
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Arms ‎  Lv3. .slash=1, smash=1, stab=1, . . . . . . . . . . . . . . . .water=7,wind=5
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  feet ‎  ‎  Lv1. .slash=1,smash=1, stab=2 . . . . . . . . . . . . . . . . . . . . . . . .wind=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Shield ‎  Lv3. .slash=2,. . . . . . . . .stab=1, flame=6, earth=6

Elemental Armor Total ‎  . . . . . Lv10 ‎  slash=12, smash=3, stab=4, flame=12, earth=3, water=4, wind=6, holy=6
‎  ‎  Actual Equipment - ‎  Helm ‎  Lv1. .slash=3 , smash=1, stab=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Chest Lv2. .slash=2 , smash=1, stab=1, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ‎  holy=6
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Arms ‎  Lv3. .slash=4 , smash=1, stab=1, . . . . . . . . . . . . . . . . .water=4,wind=5
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  feet ‎  ‎  Lv1. .slash=3 , . . . . . . ., stab=1 . . .. . . . . . . . . . . ‎  . . . . . . . . . . .wind=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Shield ‎  Lv3. . . . . . . . . . . . . . . . . . . . . . . . . flame=12, earth=3





Enemy Attack Stats:
+8 points per level, spread across 3 damage types
For 'Elemental' attacks, ‎  - 50% to all non-elements and add it to elemental


Example, Lv10 Enemy =10x8 ATK points so:
Normal . . . ‎  .slash=26, smash=26, stab=27
Elemental . .slash=13, smash=13, stab=14, Fire=40

‎ 


Enemy Defense:
Note: Enemy Defense stats are always left at '0' unless they are 'elemental'.
+10HP per level
For 'Elemental' strength/weakness +/- 2 defense points per level to element


Example, Lv10 Enemy =10x10 HP and 10x2 Elemental so:
Normal . . . . ‎  . . . . . . . ‎  . HP=100, all defenses set to "0"
Elemental weakness ‎  . . HP=100, FireDefense= ‎  -20
Elemental strength . . . . HP=100, FireDefense= +20



I could perhaps make a tool to automate setting stats, if it's worth it.
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#2
(Several read-throughs later...)

Very interesting... I've never thought of leveled equipment/enemies like that. That's a really good idea, and I'd most likely use the tool to death if you made it, lol.
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#3
Good details John, something for a wiki page mayhaps?

The next game I make I will try to employ a real mathematical system to my enemy stats rather than just trial and error with 50 play throughs ><

That way maybe I can document it and help folks out in the future.
- Todd DuFore (DMPDesign)
Site Founder
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#4
This is going to save everyone alot of time. Thanks alot John.
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