WEBVTT 1 00:00:05.655 --> 00:00:09.888 Game Advanced Criteria for Setting Monster Stats by Stage 2 00:00:09.888 --> 00:00:12.031 GCC Academy 3 00:00:27.139 --> 00:00:29.084 Hello everyone 4 00:00:29.084 --> 00:00:32.345 This is Park Hyung-seon, in charge of Action RPG Balance Game Planning 5 00:00:32.345 --> 00:00:37.809 This session will cover the criteria for setting monster stats by stage 6 00:00:38.040 --> 00:00:42.709 We will establish baseline values for attack power, health, 7 00:00:42.710 --> 00:00:44.915 and defense for monsters at different stages 8 00:00:45.315 --> 00:00:47.980 The goal is to determine 9 00:00:47.987 --> 00:00:51.186 these baseline stats for 100 stages, 10 00:00:51.187 --> 00:00:54.829 adjusting them according to difficulty 11 00:00:55.200 --> 00:00:58.925 Using Excel trendlines, we will set base values 12 00:00:58.925 --> 00:01:02.700 and automate the scaling using quadratic or cubic equations 13 00:01:02.700 --> 00:01:06.699 to create an upward-trending graph 14 00:01:07.090 --> 00:01:10.956 Baseline Stats for Monsters by Stage 15 00:01:11.674 --> 00:01:15.082 Setting Baseline Stats for Monsters by Stage 16 00:01:17.491 --> 00:01:19.822 Let's review the formulas for calculating damage 17 00:01:20.860 --> 00:01:24.566 The absorption rate formula is Defense / (Defense + Defense Constant) 18 00:01:24.789 --> 00:01:26.290 Let's set the defense constant as 1000 19 00:01:26.851 --> 00:01:27.931 It's all divided from Defense 20 00:01:28.839 --> 00:01:31.364 1000 is the Defense Constant 21 00:01:32.194 --> 00:01:35.492 For this session, let's keep it as 1000 22 00:01:35.626 --> 00:01:38.683 1000 is the most balanced standard value too 23 00:01:40.360 --> 00:01:48.545 Let's establish the base attack power, health, and defense for monsters at each stage 24 00:01:50.019 --> 00:01:50.786 Next, 25 00:01:53.019 --> 00:01:56.550 the aim is to determine the average base stats 26 00:01:58.207 --> 00:02:03.019 for all monsters within a stage according to difficulty, 27 00:02:03.019 --> 00:02:07.019 covering all 100 stages in the game 28 00:02:11.623 --> 00:02:13.204 Let's take a look 29 00:02:14.821 --> 00:02:17.070 The reason for setting 100 stages is that, 30 00:02:18.427 --> 00:02:20.999 in real-world game development, 31 00:02:21.488 --> 00:02:26.121 balancing around 100 stages is a reasonable assumption 32 00:02:26.810 --> 00:02:30.278 A set of 100 stages would be roughly equivalent to an alpha version, 33 00:02:30.491 --> 00:02:32.059 to an alpha version, 34 00:02:32.059 --> 00:02:37.211 providing a solid foundation for a playable service 35 00:02:38.679 --> 00:02:43.571 The average stats of mobs 36 00:02:44.845 --> 00:02:46.630 are assumed as follows 37 00:02:48.098 --> 00:02:49.585 HP is 1500, 38 00:02:50.040 --> 00:02:51.408 attack power is 500, 39 00:02:51.862 --> 00:02:54.777 and defense is 500 40 00:02:55.740 --> 00:03:03.312 For stage 1, the average stats of mobs 41 00:03:04.339 --> 00:03:05.553 are set accordingly 42 00:03:06.544 --> 00:03:10.585 For stage 4, 43 00:03:11.365 --> 00:03:14.167 the average stats of mobs are set as follows: 44 00:03:15.751 --> 00:03:17.805 HP is 5500, 45 00:03:18.706 --> 00:03:20.517 attack power is 1500, 46 00:03:21.330 --> 00:03:22.591 and defense is 1500 47 00:03:22.960 --> 00:03:26.588 That's an example of setting the stats 48 00:03:27.772 --> 00:03:30.168 Naturally, stage 4 49 00:03:31.000 --> 00:03:34.682 is harder than stage 1, 50 00:03:35.576 --> 00:03:39.988 so the average stats are higher, 51 00:03:40.555 --> 00:03:42.325 following the logic 52 00:03:43.222 --> 00:03:46.805 This logic applies not just to stage 1 and stage 4 53 00:03:47.660 --> 00:03:50.235 but extends across all 100 stages 54 00:03:51.120 --> 00:03:53.814 The average stats, 55 00:03:54.387 --> 00:03:57.115 HP, attack power, and defense, 56 00:03:57.465 --> 00:04:01.140 must be adjusted for each stage 57 00:04:02.180 --> 00:04:04.660 Setting the stats individually can feel overwhelming 58 00:04:05.516 --> 00:04:07.930 Even with a simple approach, 59 00:04:08.895 --> 00:04:10.802 there are 100 stages 60 00:04:11.567 --> 00:04:13.162 and three stats per stage 61 00:04:14.567 --> 00:04:18.947 Multiplying 3 by 100 results in 300 stats that need to be set 62 00:04:19.772 --> 00:04:23.566 Moreover, these stats must follow 63 00:04:24.328 --> 00:04:29.320 a continuous increase rather than being set arbitrarily 64 00:04:30.807 --> 00:04:32.683 If we were to do this, 65 00:04:32.683 --> 00:04:34.332 as in, input each value manually, 66 00:04:34.821 --> 00:04:37.938 it would be difficult to determine the appropriate stats for every stage 67 00:04:37.938 --> 00:04:39.917 Randomly assigning 68 00:04:40.463 --> 00:04:45.002 300 values without a structured method 69 00:04:45.002 --> 00:04:46.039 is not an option 70 00:04:46.388 --> 00:04:47.720 Thus, in practice, 71 00:04:48.121 --> 00:04:49.943 the focus is on 72 00:04:50.717 --> 00:04:52.980 how to efficiently 73 00:04:52.980 --> 00:04:56.402 automate these stats using formulas 74 00:04:56.980 --> 00:05:00.730 I will talk about that method now 75 00:05:04.667 --> 00:05:10.737 Let's go over the concept of base stats again 76 00:05:12.056 --> 00:05:14.892 Base stats refer 77 00:05:15.640 --> 00:05:17.640 to the average stats 78 00:05:18.648 --> 00:05:23.049 that serve as a standard 79 00:05:23.640 --> 00:05:26.856 for all mobs in a stage 80 00:05:27.740 --> 00:05:31.932 A stage does not contain only one type 81 00:05:32.388 --> 00:05:35.041 but multiple types of mob 82 00:05:35.937 --> 00:05:40.047 Since setting the stats for each type manually would be too complicated, 83 00:05:40.860 --> 00:05:43.834 we establish base stats as a reference point 84 00:05:44.299 --> 00:05:46.642 This might sound complex, but it’s simple 85 00:05:47.474 --> 00:05:50.155 Base stats 86 00:05:50.611 --> 00:05:55.290 are used to derive variations 87 00:05:55.780 --> 00:05:57.382 If there are 10 types of mobs, 88 00:05:57.382 --> 00:06:01.281 we scale their stats based on the base stats 89 00:06:01.281 --> 00:06:06.299 to generate 10 different variations with unique stats 90 00:06:06.752 --> 00:06:10.032 Since this process is automated, 91 00:06:10.959 --> 00:06:13.723 any changes to the base stats 92 00:06:14.753 --> 00:06:16.829 will automatically adjust all mob stats at once 93 00:06:17.390 --> 00:06:20.033 That is the gist of this 94 00:06:20.033 --> 00:06:24.101 Thus, base stats exist 95 00:06:24.959 --> 00:06:30.959 to make balancing easier and more efficient 96 00:06:34.959 --> 00:06:42.550 Now, let’s look at base stats in more detail 97 00:06:44.291 --> 00:06:45.916 A game stage might contain various mob types, such as: 98 00:06:47.206 --> 00:06:48.411 Skeleton Infantry 99 00:06:48.807 --> 00:06:50.295 Skeleton Archer 100 00:06:50.295 --> 00:06:51.452 And Skeleton Defender 101 00:06:51.454 --> 00:06:55.323 There is not just one type, 102 00:06:56.421 --> 00:06:59.864 but many types of mob 103 00:07:01.392 --> 00:07:04.955 Skeleton Infantry is 104 00:07:05.705 --> 00:07:08.716 a melee-type mob 105 00:07:09.269 --> 00:07:12.870 with balanced stats, for example 106 00:07:14.092 --> 00:07:18.908 Skeleton Archer is a long-range attacker, 107 00:07:20.040 --> 00:07:24.279 so to characterize it a little, 108 00:07:24.901 --> 00:07:29.902 its attack is high, but defense is low 109 00:07:30.730 --> 00:07:35.393 Players can quickly approach and defeat them, 110 00:07:35.395 --> 00:07:38.213 making them challenging yet manageable 111 00:07:38.619 --> 00:07:40.731 That's one example 112 00:07:42.173 --> 00:07:47.186 However, if both attack and defense were high, 113 00:07:48.197 --> 00:07:49.529 they would be frustrating to fight, 114 00:07:49.529 --> 00:07:50.940 because they never die 115 00:07:51.907 --> 00:07:52.940 They will be 116 00:07:52.940 --> 00:07:58.472 contributing to decreasing the fun factor of the game 117 00:07:58.472 --> 00:08:01.897 Therefore, long-range mobs usually 118 00:08:01.899 --> 00:08:05.155 have high attack and low defense for better game balance 119 00:08:05.600 --> 00:08:07.600 This is for the fun factor 120 00:08:08.454 --> 00:08:10.164 Skeleton Defender 121 00:08:12.506 --> 00:08:16.167 is designed with high defense, 122 00:08:17.620 --> 00:08:21.459 so its main goal is to block damage 123 00:08:22.305 --> 00:08:25.637 and function as a tank 124 00:08:27.331 --> 00:08:32.585 These different traits of the mobs 125 00:08:33.816 --> 00:08:38.260 add variety and depth to the game 126 00:08:39.069 --> 00:08:42.854 Apart from these three, there are many more mob types, 127 00:08:43.664 --> 00:08:46.234 each with distinct characteristics 128 00:08:47.764 --> 00:08:49.741 Skeleton Infantry 129 00:08:50.243 --> 00:08:51.610 Skeleton Archer 130 00:08:52.338 --> 00:08:53.636 And Skeleton Defender 131 00:08:54.559 --> 00:08:55.906 Each mob type has three key stats, 132 00:08:56.921 --> 00:09:00.404 Health, Attack, and Defense, 133 00:09:01.148 --> 00:09:04.919 which scale with level progression 134 00:09:06.220 --> 00:09:07.773 For Health, 135 00:09:08.888 --> 00:09:14.021 Skeleton Infantry has balanced stats 136 00:09:14.753 --> 00:09:16.753 Next, Skeleton Archer 137 00:09:18.102 --> 00:09:21.174 has high attack, 138 00:09:22.636 --> 00:09:23.635 but low health 139 00:09:24.438 --> 00:09:27.023 Next, Skeleton Defender 140 00:09:27.171 --> 00:09:31.908 has high health and defense, lower attack 141 00:09:32.457 --> 00:09:36.642 This could work as a balanced setup 142 00:09:37.306 --> 00:09:43.654 While this system works, it becomes extremely time-consuming 143 00:09:44.565 --> 00:09:45.973 when there 144 00:09:46.984 --> 00:09:49.969 are many types of mobs, 145 00:09:50.627 --> 00:09:52.985 the more kinds there are, 146 00:09:53.580 --> 00:09:55.580 the more time we need to put 147 00:09:56.514 --> 00:09:58.841 in working for these stats 148 00:09:58.841 --> 00:10:01.341 The reason for that is this 149 00:10:02.059 --> 00:10:03.912 If each mob type gets 150 00:10:04.239 --> 00:10:06.737 its own manually adjusted stats, 151 00:10:07.985 --> 00:10:11.909 if 10 mob types each require unique stats, 152 00:10:13.350 --> 00:10:16.293 the work increases 10 times over 153 00:10:16.873 --> 00:10:19.675 So balancing will take a huge amount of time 154 00:10:19.843 --> 00:10:22.362 This method is inefficient and unsustainable, 155 00:10:23.058 --> 00:10:26.416 which is not a desirable method 156 00:10:26.989 --> 00:10:31.652 Without base stats, 157 00:10:32.693 --> 00:10:33.958 this is how it works 158 00:10:34.495 --> 00:10:36.162 Each stage’s mobs would require 159 00:10:36.690 --> 00:10:40.410 individual stat inputs 160 00:10:40.678 --> 00:10:43.793 it is a tedious and inefficient process 161 00:10:43.793 --> 00:10:48.564 Instead, let’s go over an easier method 162 00:10:54.009 --> 00:10:57.653 Assuming that base stats are set, 163 00:10:59.346 --> 00:11:01.346 Let's move on to Assigning Mob Stats 164 00:11:02.559 --> 00:11:07.568 We'll use Skeleton Infantry as the reference mob 165 00:11:08.559 --> 00:11:09.777 It is an average unit, 166 00:11:10.924 --> 00:11:12.842 a balanced melee unit 167 00:11:13.680 --> 00:11:16.338 with average stats 168 00:11:17.146 --> 00:11:23.513 With this setup, stat allocation becomes much simpler 169 00:11:25.543 --> 00:11:27.130 Each mob has Level, 170 00:11:28.483 --> 00:11:29.483 HP, 171 00:11:29.799 --> 00:11:31.925 Attack, and Defense, 172 00:11:32.526 --> 00:11:34.291 which all 173 00:11:35.095 --> 00:11:41.529 increase with level progression 174 00:11:41.991 --> 00:11:43.189 For example, 175 00:11:44.247 --> 00:11:46.512 we create 176 00:11:46.512 --> 00:11:48.722 a base mob table 177 00:11:49.219 --> 00:11:52.690 This is the monster table we have 178 00:11:53.481 --> 00:11:57.264 It starts from level 1 to level 100, 179 00:11:57.264 --> 00:12:01.384 with HP, Attack, and Defense values for each level 180 00:12:01.984 --> 00:12:05.180 This table serves as the base stat reference 181 00:12:06.046 --> 00:12:09.494 Then, we define mob types 182 00:12:09.496 --> 00:12:10.522 The mob type 183 00:12:11.599 --> 00:12:15.125 If it is Infantry, 184 00:12:15.472 --> 00:12:20.924 HP, Attack, and Defense are all 1.0 185 00:12:21.604 --> 00:12:27.397 So all stats are at 1.0 multiplier 186 00:12:28.262 --> 00:12:30.757 Now, for Archer, 187 00:12:31.167 --> 00:12:33.304 it has lower HP, like 0.9, 188 00:12:34.300 --> 00:12:36.714 and lower Defense, like 0.8, 189 00:12:37.183 --> 00:12:39.761 and higher Attack, like 1.5 190 00:12:39.890 --> 00:12:43.188 So it has higher attack and lower HP and defense 191 00:12:43.590 --> 00:12:45.590 That's the emphasis we want 192 00:12:46.322 --> 00:12:53.367 So create this multiplier 193 00:12:53.976 --> 00:12:58.135 And just by multiplying it from the original table, 194 00:12:58.135 --> 00:13:02.251 this is an easy way of creating the stats 195 00:13:03.555 --> 00:13:07.802 For Defender, it has higher HP and defense 196 00:13:07.802 --> 00:13:10.089 HP is 1.5, Defense is 1.1 197 00:13:10.570 --> 00:13:13.773 But for Attack, let's lower it down to 0.7 198 00:13:13.773 --> 00:13:19.200 And we can, again, multiply it from the reference table 199 00:13:19.743 --> 00:13:22.273 So with this base stat reference, 200 00:13:23.465 --> 00:13:27.302 choose the type to use the multiplier 201 00:13:28.159 --> 00:13:33.859 to get the final stats for that particular type 202 00:13:34.968 --> 00:13:40.708 By setting up base stats and type multipliers, 203 00:13:41.088 --> 00:13:45.001 we can generate all mob stats efficiently 204 00:13:45.565 --> 00:13:48.522 Modifying a few values automatically updates all related stats 205 00:13:50.028 --> 00:13:52.520 This method can be applied not only to mobs 206 00:13:52.520 --> 00:13:58.343 but also to player characters with multiple classes 207 00:14:01.605 --> 00:14:04.520 Based on this, 208 00:14:05.719 --> 00:14:10.781 next, let's talk about automating base stat calculation 209 00:14:13.028 --> 00:14:14.690 Conceptually, this makes sense, 210 00:14:14.690 --> 00:14:16.949 but how do we apply this to real numbers? 211 00:14:16.950 --> 00:14:22.658 Manually inputting all stats for hundreds of stages 212 00:14:22.661 --> 00:14:23.900 would be overwhelming, 213 00:14:24.220 --> 00:14:28.578 especially since MORPG stages 214 00:14:29.179 --> 00:14:34.325 typically number in the hundreds 215 00:14:34.710 --> 00:14:40.115 And trying to manually inputting the stats 216 00:14:40.115 --> 00:14:42.790 to these hundreds of stages 217 00:14:42.790 --> 00:14:46.372 would require thousands of manual data entries 218 00:14:47.003 --> 00:14:51.536 This is a highly inefficient process 219 00:14:51.549 --> 00:14:54.038 Instead, we need to think 220 00:14:54.592 --> 00:14:57.146 about automating the process 221 00:14:58.563 --> 00:15:01.164 The key considerations 222 00:15:02.229 --> 00:15:09.060 are that stats should increase progressively as difficulty rises 223 00:15:09.840 --> 00:15:12.944 Even if values need future adjustments, 224 00:15:14.500 --> 00:15:16.710 for automation, 225 00:15:17.359 --> 00:15:22.781 we pre-fill dummy data and apply formula-based scaling 226 00:15:24.698 --> 00:15:27.153 For example, 227 00:15:27.154 --> 00:15:29.138 I will only use 50 stages 228 00:15:29.138 --> 00:15:34.191 and try the dummy data method 229 00:15:35.600 --> 00:15:39.915 What's important here is this 230 00:15:40.737 --> 00:15:43.204 As the game progresses, 231 00:15:43.659 --> 00:15:46.824 it’s important to introduce difficulty spikes 232 00:15:47.159 --> 00:15:50.438 at specific points in stages 233 00:15:50.439 --> 00:15:52.067 to maintain player engagement 234 00:15:53.002 --> 00:15:56.022 That is an important point to consider 235 00:15:57.643 --> 00:16:02.994 Let's look at the base HP scaling graph 236 00:16:04.000 --> 00:16:08.335 There are three primary stats: 237 00:16:08.762 --> 00:16:11.508 HP, Attack, and Defense 238 00:16:12.533 --> 00:16:15.305 Attack should be defined as DPS 239 00:16:17.321 --> 00:16:19.566 DPS allows for 240 00:16:19.966 --> 00:16:22.681 easier balancing work 241 00:16:22.790 --> 00:16:24.775 even if the number of attack animations changes 242 00:16:25.129 --> 00:16:26.551 Thus, using DPS 243 00:16:27.820 --> 00:16:32.060 ensures consistent balance 244 00:16:33.183 --> 00:16:35.046 Let's go with HP first 245 00:16:36.442 --> 00:16:40.294 First, we enter dummy HP data 246 00:16:41.292 --> 00:16:43.788 and use Excel’s trendline function 247 00:16:45.048 --> 00:16:47.118 to generate a formula that automates scaling 248 00:16:48.538 --> 00:16:52.276 The completed formula-driven automated graph 249 00:16:52.276 --> 00:16:54.574 is shown as a sample 250 00:16:55.662 --> 00:16:56.486 For example, 251 00:16:58.046 --> 00:17:03.246 y = -0.0172x^3 252 00:17:03.568 --> 00:17:08.535 + 6.1855x^2 253 00:17:08.709 --> 00:17:12.055 + 4.6908x 254 00:17:12.271 --> 00:17:14.686 and + 4.118 255 00:17:15.506 --> 00:17:18.356 That's what this graph is about 256 00:17:19.470 --> 00:17:25.140 This formula matches the values in the left table, 257 00:17:26.336 --> 00:17:27.834 The baseline HP value 258 00:17:28.890 --> 00:17:31.805 is calculated using a cubic equation, 259 00:17:32.477 --> 00:17:35.368 which creates a smooth upward trend 260 00:17:36.705 --> 00:17:40.351 As stages progress, the HP of monsters 261 00:17:41.076 --> 00:17:44.660 continuously increases according to this formula 262 00:17:45.800 --> 00:17:49.074 Compared to a linear increase, 263 00:17:49.800 --> 00:17:53.800 a curved progression like this 264 00:17:53.800 --> 00:17:57.490 introduces gradual difficulty scaling, 265 00:17:58.451 --> 00:18:01.456 contributing to the overall enjoyment of the game 266 00:18:04.058 --> 00:18:08.192 Moving on to the baseline HP stat graph, 267 00:18:09.542 --> 00:18:16.207 Let's compare Stage 1 and Stage 50 268 00:18:17.090 --> 00:18:22.459 The base HP values are 4,129 and 17,666 269 00:18:24.160 --> 00:18:28.988 In this lecture, to create these kinds of values and formulas, 270 00:18:29.745 --> 00:18:32.411 we utilize the trendline addition feature 271 00:18:33.329 --> 00:18:34.951 By referencing the graph and table, 272 00:18:36.031 --> 00:18:38.738 we can see that in Stage 1, 273 00:18:39.688 --> 00:18:45.119 the baseline HP of a single mob is 4,129, 274 00:18:46.175 --> 00:18:52.776 while in Stage 50, it increases to around 17,666 275 00:18:54.541 --> 00:18:56.396 As previously mentioned, 276 00:18:56.850 --> 00:19:01.119 it is important to first establish the baseline monster stats 277 00:19:01.562 --> 00:19:06.743 for each stage before adjusting other combat balance factors 278 00:19:07.612 --> 00:19:08.765 Initially, these values 279 00:19:09.545 --> 00:19:12.090 can be set based on intuition, 280 00:19:12.090 --> 00:19:14.392 but once they are converted into a mathematical formula, 281 00:19:15.296 --> 00:19:17.430 modifying a few numbers 282 00:19:17.904 --> 00:19:21.056 can dynamically update all related values 283 00:19:27.072 --> 00:19:28.934 The Baseline Stats Graph 284 00:19:29.960 --> 00:19:34.458 The baseline HP graph is defined using a cubic equation 285 00:19:34.925 --> 00:19:39.748 because it allows for a sharper increase compared to a quadratic equation 286 00:19:40.660 --> 00:19:44.343 If a less steep progression is desired, 287 00:19:45.041 --> 00:19:47.041 a quadratic function can be used instead 288 00:19:47.439 --> 00:19:49.439 The choice ultimately depends 289 00:19:50.087 --> 00:19:53.439 on the intended gameplay experience 290 00:19:55.275 --> 00:19:57.439 To compare, let's use 291 00:19:58.296 --> 00:20:00.296 a quadratic HP curve 292 00:20:00.950 --> 00:20:04.099 and a cubic HP curve 293 00:20:06.966 --> 00:20:12.099 The cubic equation produces a steeper incline 294 00:20:13.898 --> 00:20:16.533 The quadratic curve is not as steep 295 00:20:17.527 --> 00:20:20.467 You can use whatever you want 296 00:20:20.470 --> 00:20:24.099 For games that require 297 00:20:25.300 --> 00:20:31.775 a more pronounced difficulty spike, 298 00:20:32.476 --> 00:20:34.911 use the cubic equation 299 00:20:35.486 --> 00:20:40.069 If you want the opposite, which is 300 00:20:40.696 --> 00:20:45.723 if a steadier difficulty curve is preferred, 301 00:20:46.381 --> 00:20:48.832 a quadratic equation would be more appropriate 302 00:20:48.832 --> 00:20:50.223 Either approach can be used 303 00:20:52.325 --> 00:20:56.610 Adjusting Baseline Stats Using Trendlines 304 00:20:57.907 --> 00:21:04.113 Now, let’s discuss how to adjust the baseline stats using trendlines in Excel 305 00:21:05.289 --> 00:21:08.201 Excel has the dataset 306 00:21:09.016 --> 00:21:09.854 with stage numbers, 307 00:21:10.940 --> 00:21:11.724 base HP, 308 00:21:12.880 --> 00:21:14.246 base DPS, 309 00:21:15.202 --> 00:21:18.710 and base defense values, 310 00:21:19.362 --> 00:21:22.961 ranging from Stage 1 to 50 311 00:21:23.992 --> 00:21:26.261 First, dummy values must be manually input, 312 00:21:26.261 --> 00:21:27.714 ensuring a gradually increasing trend 313 00:21:29.103 --> 00:21:32.231 from 4000 to 17000 314 00:21:34.079 --> 00:21:37.177 If no initial values are entered, 315 00:21:37.177 --> 00:21:39.418 the trendline function will not work 316 00:21:39.986 --> 00:21:43.540 So you must enter everything manually 317 00:21:44.079 --> 00:21:46.079 One thing to note is, 318 00:21:46.282 --> 00:21:49.929 the starting and ending values must be set, 319 00:21:50.267 --> 00:21:52.654 and there should be an increase 320 00:21:52.872 --> 00:21:55.927 For the rate of increase, 321 00:21:55.929 --> 00:21:58.158 whether large or small, 322 00:21:58.158 --> 00:22:02.155 the trendline will automatically adjust accordingly 323 00:22:02.739 --> 00:22:05.409 The trendline in Excel is simply 324 00:22:06.402 --> 00:22:08.532 a guideline that reflects trends in the data 325 00:22:09.862 --> 00:22:12.104 To use this, first, select the dataset 326 00:22:12.104 --> 00:22:13.774 After selecting the dummy data, 327 00:22:14.236 --> 00:22:21.607 let’s create a trendline for baseline DPS values in Excel 328 00:22:22.360 --> 00:22:28.966 If the baseline DPS ranges from 200 to 1,377, 329 00:22:29.790 --> 00:22:32.104 first, highlight the data range in Excel 330 00:22:32.104 --> 00:22:35.334 Drag the part about the baseline, 331 00:22:35.803 --> 00:22:40.121 the DPS part, to select 50 data 332 00:22:40.412 --> 00:22:45.066 Then, navigate to the Insert tab 333 00:22:46.767 --> 00:22:50.777 From there, either select Recommended Charts 334 00:22:50.951 --> 00:22:54.060 or manually choose Line Chart 335 00:22:56.060 --> 00:22:59.534 First, select Recommended Charts 336 00:22:59.534 --> 00:23:02.261 and then go with Line Chart 337 00:23:02.261 --> 00:23:05.216 Using a line chart is preferable 338 00:23:06.060 --> 00:23:08.755 for trend analysis 339 00:23:10.196 --> 00:23:15.726 Line charts are particularly useful 340 00:23:16.481 --> 00:23:19.974 for showing sequential data, 341 00:23:20.719 --> 00:23:23.763 making them ideal 342 00:23:23.763 --> 00:23:26.719 for tracking changes over stages 343 00:23:28.400 --> 00:23:32.719 Adding a Trendline to Match Baseline Stats 344 00:23:33.288 --> 00:23:38.719 We have selected the line chart from the recommended chart options 345 00:23:39.876 --> 00:23:41.000 Now, on to creating the chart 346 00:23:42.295 --> 00:23:46.594 Once you select the line chart and click the OK button, 347 00:23:47.302 --> 00:23:53.196 the Excel data will be converted into a line graph, displaying the stat trends visually 348 00:23:54.213 --> 00:23:56.520 Now, the range of data 349 00:23:56.980 --> 00:24:02.264 is plotted as a line chart, resembling the example on the right 350 00:24:02.730 --> 00:24:08.245 The chart title will automatically be set as Baseline DPS, 351 00:24:08.604 --> 00:24:13.809 showing how the baseline DPS values progress 352 00:24:14.191 --> 00:24:18.283 across Stages 1 to 50 353 00:24:20.040 --> 00:24:24.040 Adding a Trendline to Adjust Baseline Stats 354 00:24:25.405 --> 00:24:29.791 This could be a confusing part 355 00:24:30.070 --> 00:24:33.499 Careful mouse control is necessary, 356 00:24:34.370 --> 00:24:38.040 because the chart elements are small 357 00:24:39.048 --> 00:24:41.131 Now we have the trendline 358 00:24:42.211 --> 00:24:44.103 Now, precisely click 359 00:24:44.699 --> 00:24:47.369 on the blue line 360 00:24:47.552 --> 00:24:48.638 With that, 361 00:24:50.354 --> 00:24:51.354 as you can see, 362 00:24:52.566 --> 00:24:56.065 smaller circular handles will appear 363 00:24:57.003 --> 00:25:02.903 with each of the points selected, like this 364 00:25:04.517 --> 00:25:06.517 Once you click on the line, 365 00:25:06.948 --> 00:25:09.863 it indicates 366 00:25:10.264 --> 00:25:13.775 that the trendlines is active and selected 367 00:25:14.467 --> 00:25:15.756 It's a function that Excel has 368 00:25:16.477 --> 00:25:19.087 Now, right-click on it 369 00:25:19.087 --> 00:25:23.406 to bring up the context menu 370 00:25:23.406 --> 00:25:27.983 From the menu options, select Add Trendline 371 00:25:29.251 --> 00:25:32.749 Clicking this will open the Trendline Options panel, 372 00:25:32.749 --> 00:25:36.732 and select the Trendline option 373 00:25:38.020 --> 00:25:42.105 Once you click Add Trendline, the Trendline Settings window will appear 374 00:25:43.225 --> 00:25:48.020 First, accurately click the line with the left mouse button, 375 00:25:48.020 --> 00:25:51.401 then right-click and select Add Trendline 376 00:25:52.619 --> 00:25:58.671 If done correctly, a Chart Settings Popup will appear 377 00:26:00.669 --> 00:26:04.054 Selecting the Trendline Type 378 00:26:04.856 --> 00:26:11.609 From the Trendline Options, you will see multiple types 379 00:26:11.609 --> 00:26:16.403 Exponential, Linear, Logarithmic, 380 00:26:16.403 --> 00:26:19.589 Polynomial, Power, Moving Average, and so on 381 00:26:20.093 --> 00:26:22.770 So we are selecting whether the trendline 382 00:26:22.770 --> 00:26:24.181 will be exponential, linear, 383 00:26:24.181 --> 00:26:27.039 log, or polynomial 384 00:26:27.731 --> 00:26:28.680 with this menu 385 00:26:29.696 --> 00:26:34.032 We will go with Polynomial, 386 00:26:34.685 --> 00:26:37.509 which allows for quadratic and cubic 387 00:26:37.509 --> 00:26:41.339 equations, which is called polynomial 388 00:26:42.219 --> 00:26:46.707 If you set it to 3 after selecting Polynomial, 389 00:26:47.339 --> 00:26:51.067 the trendline will have the cubit equation 390 00:26:51.166 --> 00:26:54.792 If, instead of 3, 391 00:26:55.223 --> 00:26:57.339 you'd rather go with 2, 392 00:26:57.727 --> 00:26:59.535 it works with quadratic equation 393 00:26:59.535 --> 00:27:06.000 If you want a faster, more exponential-like growth, set it to 3 394 00:27:06.264 --> 00:27:10.950 If you want a steadier growth curve, 395 00:27:10.950 --> 00:27:12.324 set the polynomial degree to 2 396 00:27:12.324 --> 00:27:15.265 So you can choose between quadratic and cubic 397 00:27:16.400 --> 00:27:18.491 Another important point is this 398 00:27:19.398 --> 00:27:22.741 There is an option for Display Equation on Chart 399 00:27:23.561 --> 00:27:27.031 Be sure to check this box, 400 00:27:27.247 --> 00:27:31.177 which will overlay the actual formula used in the graph 401 00:27:31.325 --> 00:27:32.118 Now, 402 00:27:33.175 --> 00:27:34.365 with that done, 403 00:27:34.860 --> 00:27:40.618 the graph will display a formula 404 00:27:40.618 --> 00:27:43.151 It is something that did not exist before 405 00:27:43.765 --> 00:27:44.986 Let me read it out 406 00:27:46.334 --> 00:27:50.948 Setting it to 3 will give this type of trendline 407 00:27:52.086 --> 00:27:56.880 y=0.0009x^3 408 00:27:56.881 --> 00:28:00.891 + 0.3689x^2 409 00:28:01.481 --> 00:28:04.497 +0.3488x 410 00:28:04.869 --> 00:28:07.176 and +207.42 411 00:28:07.319 --> 00:28:10.621 This is the precise number we get 412 00:28:11.319 --> 00:28:14.186 We cannot apply this right away 413 00:28:14.615 --> 00:28:16.951 You have to take the extracted equation 414 00:28:17.849 --> 00:28:20.125 and convert it into an Excel formula 415 00:28:20.125 --> 00:28:21.435 for actual use in automation 416 00:28:21.435 --> 00:28:23.245 Though, we need this equation first 417 00:28:24.152 --> 00:28:26.450 to create an Excel formula 418 00:28:26.782 --> 00:28:33.979 So make sure to record this somewhere before we proceed 419 00:28:33.979 --> 00:28:36.678 We can edit it using this 420 00:28:37.391 --> 00:28:39.979 When modifying the formula, the equation itself also changes, 421 00:28:39.979 --> 00:28:42.485 but this is not a major issue 422 00:28:42.505 --> 00:28:45.979 The initial formula sets a reference for attack power scaling 423 00:28:47.077 --> 00:28:52.846 We will be using this formula to define the standard attack power, 424 00:28:52.846 --> 00:28:55.066 so make sure to record it carefully 425 00:28:56.163 --> 00:28:59.738 The dummy values entered have been structured 426 00:29:00.189 --> 00:29:02.569 into a cubic equation trendline 427 00:29:02.569 --> 00:29:08.751 This converts raw stage data into a functional model 428 00:29:09.072 --> 00:29:13.460 The extracted coefficients, 0.0009, 0.3689, 429 00:29:13.479 --> 00:29:18.816 0.3488, and 207.42, govern stat progression 430 00:29:20.159 --> 00:29:23.933 Now, let me show you 431 00:29:24.204 --> 00:29:28.051 how automating stat scaling in Excel works 432 00:29:30.255 --> 00:29:37.300 I will now create the Excel formula using the previously noted values 433 00:29:38.248 --> 00:29:42.244 We can formulate the standard DPS using a cubic equation 434 00:29:43.961 --> 00:29:45.842 In the Excel sheet, 435 00:29:47.300 --> 00:29:49.300 we will use cell D3 to enter the formula 436 00:29:49.300 --> 00:29:50.406 D3 437 00:29:51.743 --> 00:29:53.447 D3 will contain 438 00:29:53.447 --> 00:29:59.448 the standard DPS value based on the recorded cubic equation 439 00:30:00.570 --> 00:30:03.959 The cubic equation for standard DPS is this 440 00:30:03.959 --> 00:30:07.876 (0.0007*x3) 441 00:30:08.470 --> 00:30:11.322 + (0.3885*x2) 442 00:30:11.322 --> 00:30:15.659 - (0.1605*x) 443 00:30:15.935 --> 00:30:18.683 and + 211.02 444 00:30:19.379 --> 00:30:21.404 When this type of formula is used, 445 00:30:22.114 --> 00:30:27.655 it can be entered directly in the upper-left formula bar 446 00:30:28.439 --> 00:30:30.731 In Excel formulas, the structure looks like this 447 00:30:33.020 --> 00:30:34.619 Start with = 448 00:30:34.619 --> 00:30:36.104 Meaning, equal to 449 00:30:36.104 --> 00:30:38.580 And start with opening a parenthesis 450 00:30:38.793 --> 00:30:46.856 (0.0007 * B3^3) 451 00:30:47.174 --> 00:30:48.936 * is multiplication 452 00:30:49.430 --> 00:30:51.475 Now, use ^, 453 00:30:51.475 --> 00:30:57.928 to represent the square 454 00:30:57.928 --> 00:31:02.234 So ^3 means cubed 455 00:31:03.280 --> 00:31:05.190 Now, + and open another parenthesis 456 00:31:06.084 --> 00:31:08.247 0.3885 457 00:31:08.510 --> 00:31:09.814 Multiplied by, or * 458 00:31:10.129 --> 00:31:11.150 B3 459 00:31:11.789 --> 00:31:12.698 Use ^ 460 00:31:12.877 --> 00:31:13.788 for the square 461 00:31:13.788 --> 00:31:17.613 And 2, next, 0.3885 462 00:31:18.971 --> 00:31:21.939 This means x squared 463 00:31:22.558 --> 00:31:24.133 Next up, 464 00:31:24.731 --> 00:31:28.607 -0.1605 * B3 465 00:31:28.755 --> 00:31:30.507 + 211.02 466 00:31:30.510 --> 00:31:31.833 That's how you write it out 467 00:31:32.643 --> 00:31:35.459 Then why do we enter it this way? 468 00:31:36.228 --> 00:31:41.761 On the left, there is B, which represents stage 1, 2, 3, 4, right? 469 00:31:41.761 --> 00:31:45.536 So, it takes the value of B3 470 00:31:45.908 --> 00:31:47.353 The value of B3 471 00:31:48.256 --> 00:31:51.420 changes sequentially as 1, 2, 3, 4, and so on 472 00:31:52.025 --> 00:31:53.763 So, X 473 00:31:54.052 --> 00:31:55.417 is the input value 474 00:31:55.417 --> 00:31:57.040 What we want to calculate is the Y value 475 00:31:57.912 --> 00:32:03.022 We use the actual equation to calculate the Y value 476 00:32:03.706 --> 00:32:08.379 X increases sequentially as 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and so on 477 00:32:08.379 --> 00:32:14.599 Then, we take the increasing X values like 1, 2, 3, 4, 5, 6, 7, 8 478 00:32:14.599 --> 00:32:18.295 When we input these values into the equation, 479 00:32:19.260 --> 00:32:22.756 this cubic equation calculates the Y value 480 00:32:22.756 --> 00:32:25.686 This allows us to generate the desired values 481 00:32:26.386 --> 00:32:28.412 Now, why do we use this? 482 00:32:28.877 --> 00:32:31.708 0.0007, 0.3885, 483 00:32:31.708 --> 00:32:35.277 -16.05, 211.0 484 00:32:35.980 --> 00:32:37.980 These values are predefined 485 00:32:39.260 --> 00:32:43.842 If we want to increase them, we just change these values 486 00:32:43.842 --> 00:32:46.537 For example, take the value 211.02 487 00:32:47.132 --> 00:32:50.825 If the first stage’s initial value is 211, 488 00:32:51.176 --> 00:32:54.377 the initial output value will be close to 211 489 00:32:54.377 --> 00:32:55.920 If you want to increase it, 490 00:32:55.920 --> 00:32:58.111 you can set it to something like 500 491 00:32:58.588 --> 00:33:01.920 And 0.0007 * X^3 492 00:33:01.920 --> 00:33:03.742 For the coefficient in front of x^3, 493 00:33:03.742 --> 00:33:05.716 the earlier it appears, the more sensitive it is 494 00:33:05.732 --> 00:33:07.034 The value is small 495 00:33:07.500 --> 00:33:09.920 Like 0.0007, it’s very small 496 00:33:09.920 --> 00:33:13.694 But even a small increase results in a large change 497 00:33:14.037 --> 00:33:16.099 If you want to increase it less, 498 00:33:16.908 --> 00:33:19.513 adjust the 0.3885 * x^2 499 00:33:19.513 --> 00:33:21.515 Raising this value will have a milder effect 500 00:33:21.966 --> 00:33:23.901 The same applies for decreasing the values 501 00:33:23.901 --> 00:33:28.925 So in these four places, x^3, x^2, x, 502 00:33:28.925 --> 00:33:31.551 and the constant term 503 00:33:31.551 --> 00:33:33.956 These four factors 504 00:33:33.962 --> 00:33:36.305 include general numerical values 505 00:33:36.305 --> 00:33:39.124 By adjusting these four, 506 00:33:39.997 --> 00:33:43.997 you can raise or lower the graph’s output 507 00:33:44.000 --> 00:33:45.038 With automation, 508 00:33:45.261 --> 00:33:47.616 you can apply this function in Excel, 509 00:33:47.616 --> 00:33:50.730 and just drag it down to apply the calculations automatically 510 00:33:51.135 --> 00:33:54.064 This is how you can create the formula 511 00:33:55.460 --> 00:33:58.794 Adding a Trendline to Adjust Base Stats 512 00:33:59.186 --> 00:34:01.564 Let me explain automation again 513 00:34:02.498 --> 00:34:09.084 Once all formulas are entered as functions in Excel, 514 00:34:09.813 --> 00:34:11.239 the next step is 515 00:34:11.899 --> 00:34:13.899 using the mouse to 516 00:34:15.899 --> 00:34:21.194 place the cursor at the bottom-right corner where the rows and columns meet 517 00:34:21.194 --> 00:34:22.619 A plus sign will appear 518 00:34:23.188 --> 00:34:25.989 Click and drag it downward 519 00:34:27.460 --> 00:34:29.052 It will automatically fill all the cells 520 00:34:30.270 --> 00:34:32.920 The Excel formula will be applied and automated 521 00:34:32.920 --> 00:34:38.912 This allows you to increase or decrease values at once 522 00:34:38.912 --> 00:34:41.578 You can apply the entire formula in this way 523 00:34:42.110 --> 00:34:43.976 Rather than entering each value manually, 524 00:34:44.748 --> 00:34:47.832 this method is much faster and easier to modify 525 00:34:48.331 --> 00:34:51.422 So, when we plot this as a chart again, 526 00:34:51.422 --> 00:34:55.236 it creates a smooth increasing trend like the one on the right 527 00:34:55.652 --> 00:34:58.921 Y = 0.0007 * x^3 528 00:34:59.567 --> 00:35:03.003 + 0.3885x^2 529 00:35:03.003 --> 00:35:06.338 -0.1605x 530 00:35:06.338 --> 00:35:09.833 +211.02, producing a graph like the one on the right 531 00:35:10.327 --> 00:35:12.750 This can also be easily converted into a table, 532 00:35:13.659 --> 00:35:15.748 and it works with formulas as well 533 00:35:15.753 --> 00:35:17.569 To increase the values slightly, 534 00:35:17.570 --> 00:35:19.515 instead of -0.0007, 535 00:35:20.150 --> 00:35:24.165 Enter a larger value like -0.0037 536 00:35:25.219 --> 00:35:28.216 Then, drag the formula down for automation 537 00:35:28.216 --> 00:35:32.051 The increasing values will be applied instantly 538 00:35:33.181 --> 00:35:36.676 To adjust base stats using a trendline, 539 00:35:36.676 --> 00:35:38.814 let’s compare graphs based on different formulas 540 00:35:40.804 --> 00:35:42.804 Modifying equations and formulas 541 00:35:42.804 --> 00:35:45.432 Our formula for Y is this 542 00:35:45.879 --> 00:35:48.449 0.0007x^3 543 00:35:49.262 --> 00:35:51.318 0.3885x^2 544 00:35:51.318 --> 00:35:53.649 0.1605x 545 00:35:53.879 --> 00:35:56.353 + 211.02 546 00:35:57.019 --> 00:36:00.238 If we want to increase the values, 547 00:36:00.572 --> 00:36:02.836 manually adjusting each one 548 00:36:03.879 --> 00:36:06.472 for 50, 100, or 200 entries is impractical 549 00:36:06.680 --> 00:36:08.853 That’s why we automate using formulas 550 00:36:09.534 --> 00:36:12.540 Let’s slightly increase the values 551 00:36:13.331 --> 00:36:17.856 Instead of Y = 0.0007x^3, 552 00:36:17.889 --> 00:36:19.871 use 0.0008x^3, 553 00:36:20.198 --> 00:36:23.509 instead of 0.3885x^2, 554 00:36:23.509 --> 00:36:25.321 use 0.4885x^2, 555 00:36:26.030 --> 00:36:28.593 keep -0.1605x the same 556 00:36:28.937 --> 00:36:33.002 Change 211.02 to 230.02 557 00:36:33.806 --> 00:36:37.586 After applying these changes, 558 00:36:38.329 --> 00:36:39.711 the table will update accordingly 559 00:36:40.318 --> 00:36:43.715 For stages 1 to 50, the base DPS changes as follows 560 00:36:43.715 --> 00:36:48.222 Formula 1 ranged from 211 to 1260 561 00:36:48.704 --> 00:36:54.175 After applying automation with slight increases, 562 00:36:54.919 --> 00:37:00.387 formula 2 now ranges from 230 to 1543 563 00:37:01.002 --> 00:37:05.238 You can see how modifying the formula affects values 564 00:37:05.860 --> 00:37:08.126 By modifying the formula and equation, 565 00:37:08.849 --> 00:37:11.351 the DPS value changes, 566 00:37:11.749 --> 00:37:13.726 and the graph’s slope is also adjusted 567 00:37:14.391 --> 00:37:17.205 To achieve the desired graph shape, 568 00:37:17.205 --> 00:37:18.789 you can create a new formula 569 00:37:19.169 --> 00:37:21.860 or modify the existing equation and apply it 570 00:37:22.849 --> 00:37:27.078 When balancing, just tweaking the numbers in the equation 571 00:37:27.860 --> 00:37:30.582 eliminates the need for manual input of all values 572 00:37:31.288 --> 00:37:34.036 You can easily adjust all values at once 573 00:37:34.956 --> 00:37:37.146 The reason for creating a base table is 574 00:37:37.763 --> 00:37:41.103 that once automated like this, 575 00:37:41.337 --> 00:37:44.411 it can be linked to actual monster data 576 00:37:44.724 --> 00:37:46.975 or character data 577 00:37:47.245 --> 00:37:49.258 By modifying only the formula in the base table, 578 00:37:49.964 --> 00:37:54.436 the entire balance can be recalculated and adjusted instantly 579 00:37:54.436 --> 00:37:57.073 By setting up a base table like this, 580 00:37:58.762 --> 00:38:00.635 you can create variations for characters, 581 00:38:01.440 --> 00:38:03.122 and also for monsters 582 00:38:03.529 --> 00:38:05.166 Simply adjusting this equation 583 00:38:05.624 --> 00:38:09.179 modifies all relevant values at once 584 00:38:09.179 --> 00:38:12.652 This allows for highly efficient workflow 585 00:38:14.919 --> 00:38:17.771 Now, for adding a trendline to adjust base stats, 586 00:38:17.777 --> 00:38:21.020 let’s examine base defense values 587 00:38:22.345 --> 00:38:23.942 The base defense formula is this 588 00:38:25.514 --> 00:38:30.736 y = -0.0049x^3 589 00:38:31.778 --> 00:38:34.301 + 537x^2 590 00:38:34.930 --> 00:38:38.171 + 1.5955x 591 00:38:38.525 --> 00:38:40.334 + 27.255 592 00:38:40.586 --> 00:38:42.638 If the equation is structured like this, 593 00:38:42.960 --> 00:38:49.688 likewise, applying this as a cubic equation and dragging it down 594 00:38:49.840 --> 00:38:51.840 will populate the values accordingly 595 00:38:53.290 --> 00:38:56.957 For the first test, let’s apply it to stage 1 to 50 monsters 596 00:38:57.645 --> 00:38:59.995 Base HP, base DPS, 597 00:39:00.500 --> 00:39:02.500 and base defense will have a reference table 598 00:39:03.016 --> 00:39:05.330 Each will be expressed using a cubic equation, 599 00:39:05.330 --> 00:39:07.455 and once entered, all calculations will be complete 600 00:39:08.343 --> 00:39:12.970 Using the trendline function, you can obtain the desired graph shape 601 00:39:13.542 --> 00:39:14.922 and extract the necessary values 602 00:39:15.053 --> 00:39:17.133 However, you must refer to this equation 603 00:39:17.133 --> 00:39:20.513 and manually create and apply your own formula 604 00:39:21.885 --> 00:39:24.201 When you actually apply this, 605 00:39:24.500 --> 00:39:27.036 if defining the range data is difficult, 606 00:39:28.031 --> 00:39:33.623 we have examples of defense, attack, and HP values from the lecture 607 00:39:34.341 --> 00:39:36.083 There are sample values available 608 00:39:36.617 --> 00:39:39.159 Just keep a record of those formulas, 609 00:39:39.916 --> 00:39:43.960 convert them into Excel functions, and apply them 610 00:39:44.035 --> 00:39:47.159 This way, you won’t need to rely on dummy data 611 00:39:47.364 --> 00:39:50.121 Even without generating a trendline, 612 00:39:50.328 --> 00:39:51.732 since you already have the formula, 613 00:39:52.100 --> 00:39:55.559 you can directly apply and modify it 614 00:39:56.866 --> 00:39:58.384 That concludes today’s lecture 615 00:39:58.384 --> 00:40:00.327 Great job, everyone 616 00:40:00.327 --> 00:40:01.088 Thank you 617 00:40:01.408 --> 00:40:02.749 Stage-Based Monster Standard Stats The standard stats for a single battle process refer to the most average stats that all regular monsters in a stage 618 00:40:02.750 --> 00:40:04.146 A stage has multiple monster types, making individual stat setting difficult, so a standard stat is used 619 00:40:04.146 --> 00:40:05.438 If stats are created as formulas, the entire set of values can be adjusted simply by modifying the numbers in the formula 620 00:40:05.438 --> 00:40:07.147 Standard Stat Graph For standard HP, a cubic equation is used because it increases more steeply than a quadratic equation 621 00:40:07.147 --> 00:40:11.357 For undesired steep increase, quadratic equation can be used The formula can also be freely modified to achieve the desired graph sha 622 00:40:11.357 --> 00:40:13.199 Adjusting Standard Stats Using Trendlines 1. Select Data: In Excel, drag-select 50 values of standard DPS 623 00:40:13.200 --> 00:40:14.787 2. Go to the “Insert” tab and click Recommended Charts 3. From the recommended charts or all charts, select a line chart 624 00:40:14.787 --> 00:40:16.127 4. With the line chart selected, click OK 5. Click on a data series in the chart, then right-click 625 00:40:16.127 --> 00:40:18.016 6. Click Add Trendline to open the trendline settings window 7. Choose Polynomial, then set the order to 3 to generate a cubic trendline 626 00:40:18.016 --> 00:40:21.141 8. In Excel, use cell D3 to enter a cubic formula for standard DPS, using the pre-recorded cubic equation