2009-10-28, 05:45 PM
To answer your first question, you cannot set one type of enemy to drop different items via the enemy editor. However you can set the enemy to drop something special once placed on the map. The item you select them to drop once they are on the map supercedes the item they are going to drop randomly from the enemy editor. Thats about the best you can do in that situation.
For damage tables, I am assuming youre referring to the ones posted on DD? Those are outdated and need to be modified a great deal, however there definitely is a reason to give your items specific ranges of stats throughout the game. Strength and Magic power greatly affect your offensive abilities, and also strength affects your defense, so you want to set your beginning weapons stats relatively high and modify the monsters stats around that, so your leveling strength increase doesnt make you too strong too quickly.
The basis of making your stats on the weapons higher is to lower the impact of strength.
For example:
A level 1 player may have 5 strength. If we create a dagger that has the following stats: slash 1, stab 1 and smash 1, you may design a slime to take 5 strikes to kill.
If the player levels twice and their strength is now say 8, that same dagger will kill the monster in probably 1-2 strikes. With this design, strength is an overpowered factor in the setup.
Alternatively, if you go with quite a bit higher stats on your beginning equipment, then the game becomes more balanced with equipment improvements and leveling.
With a dagger at beginning stats of: slash=12, stab=14 and smash =6 you can now create a monster that at level 1 will take 5 strikes to kill. 2 levels later and 3 strength points higher, the enemy will likely still take 4-5 strikes to kill, thus making them more balanced to your leveling, so that enemies dont become weak too quickly.
Level up 10 times with a strength nearing 25, and the enemy will likely still eat up at least 2 hits before it dies using that dagger.
Now with that being said, you still need to create multiples of each monster as you progress through the game, so that later maps have stronger enemies that may look the same but hit harder and take a lot more strikes to kill.
-------------------------
Additionally, to that mentioned above, strength also affects your defense. So you have to be careful to give your armor the same treatment as your weapons. You want armor upgrades to be a bigger factor in your defense than just plain leveling up, so if you set the armor stats high and the enemy attack high, then leveling strength increases dont affect your ability to take a hit nearly as much as when you keep the armor stats low and the enemy attack low.
When I get Dark Destiny fully play tested and tweaked as best it can be, I will post the new stat tables for the equipment, and also some tips on your enemy stats to help people tweak their games accordingly.
For damage tables, I am assuming youre referring to the ones posted on DD? Those are outdated and need to be modified a great deal, however there definitely is a reason to give your items specific ranges of stats throughout the game. Strength and Magic power greatly affect your offensive abilities, and also strength affects your defense, so you want to set your beginning weapons stats relatively high and modify the monsters stats around that, so your leveling strength increase doesnt make you too strong too quickly.
The basis of making your stats on the weapons higher is to lower the impact of strength.
For example:
A level 1 player may have 5 strength. If we create a dagger that has the following stats: slash 1, stab 1 and smash 1, you may design a slime to take 5 strikes to kill.
If the player levels twice and their strength is now say 8, that same dagger will kill the monster in probably 1-2 strikes. With this design, strength is an overpowered factor in the setup.
Alternatively, if you go with quite a bit higher stats on your beginning equipment, then the game becomes more balanced with equipment improvements and leveling.
With a dagger at beginning stats of: slash=12, stab=14 and smash =6 you can now create a monster that at level 1 will take 5 strikes to kill. 2 levels later and 3 strength points higher, the enemy will likely still take 4-5 strikes to kill, thus making them more balanced to your leveling, so that enemies dont become weak too quickly.
Level up 10 times with a strength nearing 25, and the enemy will likely still eat up at least 2 hits before it dies using that dagger.
Now with that being said, you still need to create multiples of each monster as you progress through the game, so that later maps have stronger enemies that may look the same but hit harder and take a lot more strikes to kill.
-------------------------
Additionally, to that mentioned above, strength also affects your defense. So you have to be careful to give your armor the same treatment as your weapons. You want armor upgrades to be a bigger factor in your defense than just plain leveling up, so if you set the armor stats high and the enemy attack high, then leveling strength increases dont affect your ability to take a hit nearly as much as when you keep the armor stats low and the enemy attack low.
When I get Dark Destiny fully play tested and tweaked as best it can be, I will post the new stat tables for the equipment, and also some tips on your enemy stats to help people tweak their games accordingly.
- Todd DuFore (DMPDesign)
Site Founder
Site Founder