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Attributes and other numbers

Forgive me if this is discussed some where else. This is a two part question -

1. How do the characters attributes effect things? (Strength, Dexterity, Agility ect.) I tried google, but couldn't find anything. If I knew what they directly effected, it would be easier to make sure my actors have the right ones. The most difficult ones to figure out are Agility and Dexterity because they're so similar.

2. As kind of a follow up, when I was setting up my characters, I played around with the attribute graphs, seeing how the numbers increase with different levels, changing the curves... but the pre-set numbers are rediculously high. I can't fathom why any one would want a strength over 5,000 when you can just change a few things and have 500 be just as effective. My question here is, can I change those numbers and still keep a good balance throughout the game? It's a little intimidating XD

Thanks.
 
First of all, the max that STR, DEX, AGI, and INT can be is 999. Only HP and SP can reach up to 9,999. (Monsters I think can be 999,999) Where are you looking where those skills can be 5,000? (Seriously, I can think of reasons to go above 999.)

Second, the help file explains how the battle formula works, however regarding skills, by default, your attributes won't matter. To make them matter, play around with the STR-F, INT-F, etc fields. What this does is effect how much (out of 100%) does STR or INT influence the effects of the skill. So imagine warrior skills would need a dependency of STR to be used well, mage skills would use INT, quick thief like characters would use DEX, etc. You can even use more than one dependency if you want.
 

Atoa

Member

Str = Physical Attack/Physical Skill Damage
Dex = Hit Rate/ Critical Rate
Int = Magic Damage
Agi = Evasion/Escape Rate/Action Speed

here is the attack/skill damage formula:

The base formula of normal attack is basically:
Attack Power * Status
- Attack power = atk - pdef / 2
- Status = 20 + Str

Skills are basically the same, but adds the influence of skill (i will change the color of skill influence to red so you can see)
Attack Power * Status
- Attack Power = [(skill power + atk) * (atk_f/100)] - [(pdef * pdef_f/200) - (mdef * mdef_f/200)]
- Status = 20 + (str * str_f/100) + (dex * dex_f/100) + (agi * agi_f/100) + (int * int_f/100)

the "_f" (atk_f, pdef_f,....) represent the skills stats rates.

then damage is divided by 20, and then comes the elemental damage change.

With this and some math knowledge you can make an very balanced game. Even with low values (Like an 50hp at level 1 - 800hp at level 99)
 

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