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Good numbers for actors and enemies in Database?

I need help coming up with what the numbers should be for things such as actor and enemy str, atck, etc. and item def and atck etc.  I'm having trouble getting everything to work right. 

What I want is to have a system where your actor starts the game at lvl 1 with around 75 hp or so.  (I just think it looks better to not have hp start in the 300's and go into the 1000's early on).  The problem I'm running is things like... let's say defense for example.  I have a piece of armor that will adds 78 pdef.  An enemy will do around 12 damage to me.  Now if I add a shield that does say 25 pdef, the enemy will never be able to damage me.  Unfortunately if I try to put the pdefs down low the enemy does 80 or so damage and one hit K.O.'s me.  Has anyone ever had experience in designing games with this lower number system - if so what did you do to make it work well?  Does it require script editting?
 
If you are keeping your numbers low, it is also wise to keep PDEF etc low.

For example. Create an enemy that has say 10 for each attribute, 0 for EVA and about 30 for HP. Create your hero with similar stats, give or take a few points.

If you are then trying to figure out the figures for Armour, shields and helm per level, try and judge what the overall PDEF should be for that level then use a simple forumla to keep your armour upgrades in check.

I use:
Shield 30%
Armour 60%
Helm 10%...or whatever works best for you. so at level 1, with PDEF to be around 10, a shield would be 3 PDEF, Armour 6 PDEF and helm 1 PDEF. Level 2 may need a PDEF of 14. (although you don't need to updgrade armour at every level)you may want to stagger the armour through the levels, if you didn't level 2 could have, Shield 4 PDEF, Armour 8 PDEF and helm 2 PDEF, and so on.

Overall though, the best thing to do is play test it. You can find the battle/damage formulas on here if you search, but they are also in the game script.

Hope that was helpful.
 
Yeah I think that helps out pretty well.  I guess I'll just have to mess around w/ the numbers a little bit more.  I'm still having a litte bit of trouble but hopefully it will work itself out.  I wish they didn't have the 0 damage thing!  It seems like there's a jump from like 15 or so damage straight down to 0.
 

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