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Balance...

Hey i'm in the processes of making a game on rpgmakerxp but...i'm having alittle trouble trying to find the right balance between monsters and heroes could someone tell me or give me some advice on how to balance them well enough to where your player doesn't get overpowered but he doesn't get stuck because of stronger monsters? thank ya

~Kirkinho out :thumb:
 
One thing I'd do is play around with the starting values and divide/multiply all of them by a common number.

For example, let's say in the default database, Enemy "Ghost" has 100 HP, 40 ATK, and 40 DEF, and Actor "Arshes/Aluxes" has 200 HP, 60 ATK, and 60 DEF. If you think 200 is too high a value to start out, and want to lower it to 50, then you can simply divide all actor and enemy stats by 4. So now the "Ghost" would have 25 HP, 10 ATK, and 10 DEF, while Arshes has 50 HP, 15 ATK, and 15 DEF.

If you do that for all the enemies, it should be fair and balanced enough.

Now, after doing this, you can start modifying enemies to have more variety. For example, give an enemy a higher attack but a lower HP and Def; or a lower attack and medium HP, but high evasion. Just play around with the values and keep testing the battles. Soon, you'll have a good set of enemies for your game.
 
Very good advice thanks dude i will try that out i'm also tryin to balance out the skill points used to cast certain magics tryin to make it where you can't always rely on magic and stuff but i think i have that down the magic does alittle more dmg than your physical attack but you can't use it forever

One problem i have is the leveling my character starts with like 50 hp but he gets really beefy in a few levels i'm guessing i have to edit each attribute manually so a player doesn't get super strong really fast

PS: Do you use the Blizzard ABS system?
 
Actually, the best way to balance your game is to KNOW THE ALGORITHMS. You may want to look at the help manual (I don't know what's inside of VX's help manual, but RMXP does give you the engine's algorithms in a nut shell.) Also, if you're any good at programming you might want to make your own algorithms, or edit the current ones to your liking. It's time consuming, but in the end you'll be able to manipulate your game database easily and know what the results will be.
 

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