Enemy Balancing PDF
Enemy Balancing PDF
Enemy Balancing PDF
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Introduction
One of the hardest parts for me on RPG Maker have been how to
Oriceles balance the enemies, I'm not fond of having same monster of
0 + a.atk * 4 - b.def * 2 different color being harder than the previous. We have Yan y
Enemy Levels as solution for this, but when I came to a practical
use of it, it was hard because it involved a lot of stat checks
Messages: 382
of base+ratio, in the end the enemies turned out too OP or pretty
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Location: Venezuela
underwhelming because of low bases. I suck at math, really,
First Language: Spanish FlyingDreams created a calculator for that script but I was still
Primarily Uses: RMMV
struggling with it.
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That is why I went Google and stumbled with this tutorial from
Garler at Rpg Maker Central where he points out how enemies
should be based around the player stats, and it make sense, we
know that a giant could be 10x stronger and bigger than a normal
human, but then we come to the power levels, is this giant 10x
stronger than a Lv.50 character or just 10x stronger than a Lv.1
character?, the giant will turn a meaningless kill as the player
progress, but is that really what we want?, I don't like when in a
game the rst boss ends up less challenging than a high level
mob. Why not make it always 10x stronger stat wise but giving the
player the proper tools to make it weak and kill it on a reasonable
amount of time?. Strategy, tactics and overpowered Arch Magic
from the 8th rank is what we need to introduce to the player.
The Method
If you read the external tutorial I linked you will see that Garler
compares database Class levels with Enemy stats. Doing that with
Yan y Enemy Levels will be hard so I decided to combine it
with Hime Enemy Classes. That way I could get a built-in way to see
how a Lv.1 Kobold and a Lv.50 Kobold would turn out, control the
stats with built-in tools based on average player. So now I'm going
step by step clearing doubts and explaining my method on how
make the enemy progression way easier.
You will need to add the scripts mentioned above to your project in
the following order:
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Possible question: Why are you using Yan y Enemy Levels instead of Hime Enemy
Levels?
— Tsukihime levels script is too basic and doesn't have a way to set a default level
type without having to add a notetag to all the enemies in the database. Yan y also
provides control for minimum, maximum and static levels for enemies.
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As for skills, you can add basic skills for every class, or you can add
the skills on the enemy, that is up to you, according to Tsukihime,
both will be used.
In the next image you can see I've highlighted 3 parts, on the
general settings the stats are set to 1 and 0, that is because those
are ignored and the stats from the class speci ed in the note tag
will overwrite them, Enemy class 25 is my Warrior template, but for
a Goblin those default stats might be too high right? that is why on
traits I went and changed the relevant stats to a 65% (that is 35% hp
less than a standard Swordman for example)
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Final Notes
I really think that using templates and % based enemies save a lot
of time if your database is around 100+ enemies, having minimum
and maximum levels can also restrict the player from staying or
advancing so this is an important part to consider. I hope you guys
nd this helpful. I'm making this for my friends that are picking up
RPG Maker now and need start points like this.
#1
bgillisp
Global Moderators
Though...I have to say I do disagree about having enemies level up
with you being a good way to balance, but that is a thought for
another thread.
#2
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Location: USA
First Language: English
Primarily Uses: RMVXA
I think it depends on the liking, also you can always set a limit for
their growth if you nd it necessary
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#3
Oriceles
0 + a.atk * 4 - b.def * 2
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Location: Venezuela
First Language: Spanish
Primarily Uses: RMMV
Though...I will say assigning them levels, but not scaling them can
work well (or keeping the range small, like say 1 - 2 levels in
variance). In fact, some of the old D and D games did it. For
example, Curse of the Azure bonds rated monsters were rated on a
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scale of 1 - 10, and that scale usually meant the level you should be
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Location: USA to have a chance to win the ght. So it can work as long as you use
First Language: English it well.
Primarily Uses: RMVXA
#4
Oriceles
0 + a.atk * 4 - b.def * 2
I don't like monsters with static stats because revisiting areas feels
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Messages: 382 boring when I can kill everything in one shot. Yet we don't have to
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reach the "grindy korean rpg" either.
Location: Venezuela
First Language: Spanish #5
Primarily Uses: RMMV
Messages: 304 1. For example, you proposed making the Goblin's stats to be 65%
Likes Received: 974 of your standard Warrior class. My immediate questions would be:
Location: Palo Alto, California How did you come up with this 65%? Why not 70%? Why not 55%?
First Language: English
Primarily Uses: RMMV
What is the consideration and signi cance of using 65%? Is it the
threshold between surviving one versus two hits from the player
character? Is it the Agility threshold of the enemy being able to get
its turn before and after a character, prior or following a character
leveling up to the next level?
2. Without context and insight into the kind of damage formula you
(or your readers) are using, it's impractical to say that percentage
reduction (or any other one-size- t-all method) is a sure- re way to
make all your balancing problems go away. Reducing Attack by 35%
when the damage formula is "a.atk * 4 - b.def * 2" is very different
from reducing Attack by 35% when the damage formula is "a.atk ^ 2
/ b.def", for example.
Let's say you made an enemy that hits hard and is able to kill any
one character within 2 hits, and for simplicity's sake, let's say you
give the player a party of 2, with a healer and a ghter. In a 1 vs 2
situation, assuming the player characters always go rst, the player
can win 100% of the time by having the healer heal the character
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who was damaged in the previous turn. But what happens if you
have a 2 vs 4 situation, where there are now 2 of these same
enemies, and the party has 2 of the same healers and ghters? You
might think that because you've doubled both sides, the two
scenarios should be the same; they are not. There is now the
possibility that both enemies will choose and target the same
character on the same turn, effectively killing that character without
the player able to do anything about it. This is completely luck
based and will be a point of frustration for players.
Messages: 382 i might edit this soon to add those considerations you have
Likes Received: 67 mentioned.
Location: Venezuela
First Language: Spanish #7
Primarily Uses: RMMV
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Might not make sense if your titles are small & only have a few
monsters, but would de nitely be nice to build as a template engine
which you can then translate across all of your future games
quickly. If you wanted to go "small numbers", for example, a la
Dungeons & Dragons or Dragon Quest, doing so would be rather
simple with this in place. Simply change the base templates for
your enemies and players accordingly... boom, done. Thanks for
this eye-opening tutorial!
#8
*sorry if it be necropost...
Radis3D #9
Just a Devilz
Oriceles likes this.
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Surabaya, East Java, Indonesia
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First Language: Indonesian
Primarily Uses: RMVXA
Nov 6, 2017
Thanks!! With Yan y's Enemy Base Parameters, this setting is a bit
more easier.
Nechigawara #10
Certamen Promus
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I likes it
SirCumferance #11
Veteran
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With enemy levels I'd for example refrain from putting random
Henryetha encounters on the world map or other paths, the player frequently
Veteran
has to pass through (or deactivate the lvling for those enemies,
which can be done via note tag).
Messages: 311 Also I would give levels in general less of importance (just for
Likes Received: 156 making available certain skills or even equips).
Location: Germany
First Language: german
This also needs to change, how the hero, the character is playing, is
being looked at.
When levels are somewhat important, the hero usually start as a
normalo, growing into a strong powerful guy.
Buuut what if the hero already is a strong powerful guy? Then it
seems kind of unrealistic, that he got such a boost in power after
slaying just a few bats. So here for example I would use enemy
levels, adapt how they scale AND also set the starting level of the
hero accordingly.
Having the enemy level up with the character makes for an endlessly grindy world. I've
played a game that did that and didn't feel a crucial element in player enjoyment,
progression. It's hard to achieve that feeling of character progression if the enemies
progress in step with them, imo.
Tuomo L
Oldbie Couldn't you just put max cap to the enemies? Like instead of lvl 50
slime, you'd ght lvl 10 slime at most?
#14
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Location: Finland!
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That might work. I think a person would also have to keep in mind
that in the rst hour of your game, you have to maximize player
enjoyment, to get them invested, so making it super grindy at low
levels would be a mistake as well imo. If you placed it right I'm sure
it would be ne.
Tea's Jams
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