Game Advanced Practice On Setting the Total Attack Power of Allies and Adjusting the Balance
GCC Academy
Hello everyone
This is Park Hyung-seon from Action RPG Balance Game Planning
This time, I will talk about setting the total attack power of allies and adjusting the balance
In the last lecture, we learned how to formulate
the standard ability value, which is the strength
of monsters by stage in an action RPG game
In this lecture, we will use the values ​​we created in the last lecture
to create more detailed formulas and standards
such as whether it can be killed with the basic attack 4 times we previously set
and how long it takes to clear the stage
We will set the attack power level of allies
and calculate the damage the player can give the monster
Numerical Setting Stage
Adjusting the balance value
setting the player level
setting the monster level
and setting the boss level
Based on those results
we will proceed to predict the time it takes from the start to the end of the stage
Let me start with determining the player level
The player's strength level is determined first
such as how much damage per minute
and how long they can last against enemies
In the case of damage per minute, it is the same as damage per second
but it refers to how much damage can be inflicted
and how strong the allies' attack power is
The strength of how long they can last against enemies
is related to stamina
It refers to how strong their stamina is
Let's start with damage per minute again
How strong the damage per minute
is refers to how long they can last against enemies
It determines the player's level
Both damage per minute and per second are the same
but it refers to
how strong their attack power is
and how high or low their player level is
To determine how long they can last against enemies
you can think about how strong their stamina is
If you have a lot of stamina, you can last longer
If you have little stamina, you can last less
Just think about that
The same goes for monster levels
There are boss monsters
regular monsters
mid-bosses
regular skeleton soldiers, archer soldiers
and defensive soldiers
There are various monsters like this
How much damage do monsters inflict on players
while they survive against players?
How long can they survive
when attacked by players?
Likewise, there are HP and attack powers
If you have a lot of HP, you can survive longer
if you have little HP, you can survive less
and if you have high attack power, you can damage players
If not, you can give less
These monster levels are set the same way
Bosses can also
be set the same way as monsters
After setting the player, regular monster
boss level, attack power, and HP levels
the time it takes to kill all the regular monsters on stage
the time it takes to fight the boss
and these additional values
​​are set
Then, the time it takes to start and end the stage can be predicted
and on the other hand, you can set
a standard of 3 minutes or 4 minutes
and set the remaining values ​​to that time
Both are possible
However, we have made it a little easier by setting the time first
and then setting the values
Step 1 of the numerical adjustmen
Finding the strength of the allies
Let's go into a little more detail
What is the basic attack power
what is the attack power of the accessory
and what is the total attack power of the rune
In this way, the total attack power of the equipment is the level of the total attack power of the allies
However, the equipment and the bare body that takes up nothing
can have attack power
So, the attack power
is included in the swords
or accessories worn by the allies
and in the runes
You have to add all the equipment
with all the attack power
You also have to add up the bare body attack power of the allies
Then, you can determine how much damage is done per second
and how much damage is done per minute
Determine the basic attack power of the player character
and the attack power level of items such as runes
With the total attack power, you can find how much damage
can be done per minute, including damage per second, DPS, and skills
If you calculate the damage per second dps
the damage per minute is multiplied by 60 dps
so damage per second
Since it's attack power per second
60 seconds is 1 minute
So, if you multiply it by 60, you get attack power per minute
This is the second step to adjusting the numbers
Let's find out the monster's defense and the number of monsters
You can set the total effective HP based on the damage
How much damage per second
per minute
reset the defense and HP of one normal monster
set the number of normal monsters, and find the total effective HP, including the boss
Then, you can predict the survival time and playtime from the ally character
You can find the enemy's total HP
and defense level using the ally's damage
You can find out how many normal monsters are needed in the stage
and the effective HP of the boss monster
Step 3
Find the enemy's total attack power
It is better to set the enemy's attack power as attack power per second
If you do everything as attack power per second rather than other things
you can make it fair and even
Since things like animation time
and number of hits are different
if you just use attack power, these may not be balanced
So, whether it is an ally or enemy
set the attack power value as attack power per second
and apply the animation time or number of hits
accordingly
to avoid breaking the balance
When you say how much damage you can give
to the player during survival
you can determine the enemy's level
If you are going to find the total attack damage of the enemy
in this lecture, we will set the enemy's attack power as attack power per second
and see how much damage is given during the survival time
Set the total effective HP based on the damage amount
To find the total attack power of the enemy
you need to know the damage per second and damage per minute
set the survival time when doing nothing
and the effective HP, basic ability, armor ability
and accessory ability levels required for the target survival time
We will find the defense and HP levels of the allies
We will predict how much they can withstand the enemy
and set the defense level to survive for the predicted time
Set Detailed Values
Determine the total attack power level
You can see the character information on the left
There is the character name, picture
star mark
attack power
basic weapon, rune, and accessory
I will say there are three runes and one accessory
And there is the current character's basic ability
Even if you do not equip anything, you have the basic ability
Before equipping the item, the attack power is 500
Look at the right side
When you equip a sword, three runes, and an accessory
the attack power increases from 500 to 1500
You equip the basic weapon, three runes, and all the accessory slots
So, comparing before and after equipping the item
you can see that the attack power has increased due to various factors
The elements that increase the attack power
are the weapon, three runes, and accessories
When you equip the corresponding elements
the attack power of the friendly character increases
and you can obtain them within the stage
There is a grade at this time
and the higher the grade, the higher the ability value
We will set the character's total attack power by setting the character's attack power
according to the level, as well as the ability values ​​of the weapon
runes 1, 2, 3, and accessories
Setting the Player's Basic Attack Power
Set the most basic attack power according to the level
without a weapon, rune 1, rune 2, rune 3, or accessory
I used a simple formula
to make the lecture progress smoothly
but using a trend line or creating your own formula
to make the table into a formula is better
Let's take a look at setting the player's basic attack power
Enter a number that you think is appropriate based on level 1
I entered the numbers as attack power and defense power
I will use a very simple formula
the previous attack power plus 3
For convenience
However, to do it properly
it would be much better to apply the cubic equation formula
by adding a trend line that I explained in the previous lecture
However, this becomes complicated
so I used the simple formula
of the previous attack power plus 3 to make it easy
So, I set the most basic attack power
for players at levels 1 to 100
using the formula
Level 1 is 50, Level 2 is 53, Level 3 is 56, and Level 20 is 107
This way, I created attack power values
​​from Level 1 to Level 20 that increase by three from 50
Setting the Total Attack Power of a Player
Sets the total attack power that appears when
a friendly character is equipped with a weapon Rune 1, Rune 2, Rune 3, and accessory
It is difficult to determine the attack power when equipped at all levels
Therefore, the value is set using the setting that a certain item grade
is equipped in a certain level range
Let's look at it next
Let's take an example
When setting the total attack power of a player
if you look at the picture on the left, it is 1500
and equipped
The basic ability plus the item ability is 1500
However, the basic weapon attack power is 600
The attack power of 3 runes is 300
Considering each rune, there are 3 of 100 each, so it is 300
The attack power of the accessory is 100
So even when completely naked
with nothing on, the attack power exists
The value at that time was 500
When you have all the equipment, it's 1000
If you break it down into details
the sword is 600
the runes are three each of 100
the accessories are 101, and so on
And if you do it by rank, it'll be different
Player level 1, 20, 40, 60, 80, 100
There's a reason for doing it like this
This is called sampling balancing
To explain the concept briefly
you create six friendly profiles like this
But, in fact
it's hard to balance all the player levels from 1 to 100
Because there are too many
So what you do is
you want to balance all the items
and the bare body from player level 1 to 100, but it's hard
so you just balance the middle section like this
player level 1, 20, 40, 60, 80, 100
Then, from 1 to 20
20 to 40, 40 to 60
60 to 80, 80, 100
You can automate
the middle value by doing that
So, this is sampling balancing
Then, you can know it like this
At player level 1, you get 1st grade
at 20, you get 2nd
The higher the grade number, 2, 3, 4, the better the item is
So at player level 40, you get 3rd
at 60, you get 4th grade, at 80, you get 5th
and at player level 100, you get 6th grade plus levels
Not only the grades but also the levels go up to 30
That's how we make assumptions
This is sampling balancing
and it creates six virtual profiles of allies
Assuming that 1, 20, 40, 60, 80, and 100
are filled with 1st, 2nd, 3rd, 4th, 5th, and 6th grade weapons
it creates virtual profiles of allies and balances them
Let's express this in numbers
When setting the player's total attack power
the ratio of runes and weapons is set higher
than the basic ability as it goes on
That is, items initially take up a small percentage of the total numerical ratio
but as the level goes up, they take up a higher percentage
This way, players will feel the need for runes or weapons later on
and the possibility of generating profits
by increasing the time spent playing the game
having to farm for them
or purchasing cash items increases
So, level 1, level 20, level 40, level 60, 80, 100
if there are allies, basic attack power, nothing, bare body
basic weapon, rune 1 attack power, rune 2 attack power, rune 3 attack power, trinket, 3 more runes
and divide the percentage among you
So, there will be a total attack power
Total 82, 171, 417, 867, 3287, 6847, and so on
and each level has a different growth value and gets stronger
at levels 1, 20, 40, 60, 80, and 100
At first, the basic attack power is 61%, the basic weapon is 10%
Rune 1 is 7%, Rune 2 is 3%, Rune 3 is 3%, and the accessory is 2%
If you do this, then when you reach level 100
the basic attack power will be 5%
The basic weapon will be 29%, Rune 1 attack power will be 26%
Rune 2 attack power will be 22%
Rune 3 will be 15%, and the accessory will be 3%
You can set the ratios a little differently
This is how you set the standard
It sets the standard attack power
Based on the final attack power, the attack power ratio in this lecture is 1st for the weapon
Next, Rune 1, 2, 3, Basic Stats, and Accessories will have the lowest weight
As your level increases, the grade of the items you equip also increases
so try increasing the values ​​appropriately
and check the ratio they occupy
Setting the Total Attack Power of the Player
Based on the table shown earlier, this is a player's attack power chart
It is drawn as a graph
In the beginning, the proportion of the basic ability and the rune is not much different
Rather, the basic ability is higher
As the game progresses, the proportion and ratio of the rune and weapon increase
and take up a higher proportion than the basic ability
Next is calculating the skill damage
Since you have calculated the attack power of the ally character
you need to calculate the skill damage
and find out how much damage the character can inflict over a certain period of time
First, when calculating the skill damage
you need to decide whether to multiply the skill multiplier's attack power
or the attack power per second by the DPS
You can simply set the skill damage as 3000
You can set it arbitrarily like this
Usually, skill damage can be determined by choosing one of two methods
Aattack power of a specific skill multiplier
or multiplying by dps
Let's take an example
Calculating the skill damage using the attack power based on level 1
If the attack power is 82 at level 1
the skill multiplier is 4.0
the number of hits is 1
and the number of hits is 3
then the skill damage
is 82 x 4 x 3
983
You can set it like this
Or the number of hits is the number of projectiles
so it's calculated like that
Some skills eliminate the number of hits
and multiply by the skill multiplier
So if there are a lot of projectiles, it increases that much
so you can understand it like that
The skill multiplier exists arbitrarily
If you have an attack power
multiply the basic attack power by the skill multiplier of 7 to give the skill damage
You can set it like this
So whether you set it to 7 or 4
you have to balance it
So, if the basic attack power is high, you lower the skill multiplier
if the basic attack power is low, you raise the skill multiplier
I'll tell you how to calculate skill damage using DPS
Attack power is based on level 1: 82
Since four normal attacks take 2 seconds, it attacks twice per second
DPS is 82 x 2 164
skill multiplier 4.0, number of hits 1
number of hits taken 3
skill damage 164 x 4.0 x 3
2968
It's almost doubled
So, there are usually several ways
you can think of it simply
as just considering DPS as attack power
and multiplying it by the skill multiplier
It would be good for you to document this part
as a skill damage policy
The reason for this is that the current enemy
and ally HP and attack power levels are all calculated based on the gameplay time
so to enter a fairer number
it is better to multiply DPS by the skill multiplier and multiply it
So that we will proceed like this in the lecture
However, you do not necessarily need to multiply DPS to obtain skill damage
Depending on the planning intention, you can calculate it by multiplying the basic attack power
This will vary depending on the program you design
Damage per minute is easy
To find damage per minute, first calculate DPS damage per second
and calculate DPS based on the basic attack
You can multiply dps by 60 to obtain damage per minute
The character attacks 4 times in 2 seconds
Since it attacks twice per second, you can calculate it
by multiplying the attack power by 2
Calculating DPS
Similar to what I said before
All four basic attacks are performed within 2 seconds
including animation speed
the total basic attack damage is the character's total attack power times 4
a total of 2 attacks per second
Allied characters attack twice per second
DPS damage per second is the character's total attack power times 2
DPS basic attack is according to levels 1, 20, 40, 60, 80, and 100
I multiplied it like this and calculated it
as 164, 342, 834, 1734, 6574, 13694
Calculating Skill Damage
You need to check how much damage a character can give in 1 minute
Skills have various elements
Depending on those elements, the amount of damage the skill gives is greatly affected
Since the components of the skill change depending on the battle system plan
collaboration with the system planner is essential
If possible, it is best if the balance planner has experience in system planning
It is difficult to balance without knowing the system plan
This lecture will look at the skill components for calculating skill damage
It is a skill with a cooldown of 20 seconds that attacks and kills three people at once
It is a large amount of damage that can defeat a normal monster
Skill components
The total skill damage is the number of attackers times the damage given to 1 person
the number of hits is 1 time, the skill multiplier is 4.1
4.0, and the cooldown is 20 seconds
There are various factors like this
Before and after using the skill
The skill concept
is a skill that quickly stabs a monster with a sword 4 times
Number of attackers 1, number of hits 4
Cooldown 15 seconds, skill multiplier 2.0
Skill concept
A skill that inflicts great damage on multiple people
Number of strikers: 5, number of strikes: 1
Cooldown: 40 seconds, skill multiplier: 6.5
You can set the range data like this once
Let me explain the skill damage table
If you look on the left, there are various columns and types
These are also sampling balances
It creates samples based on levels 1, 20, 40, 60, 80, and 100
It creates samples of intensity
So, if you set the skill intensity of allies like this
and say that the intermediate balance is the intermediate value, it will be correct
So, instead of balancing everything
you create about 6 allied profiles
you create about 6 allied profiles, and if it's level 100, you create it like this: level 1, 20, 40, 60, 80, 100
DPS has 164, 342, 834, 1734, 6574, and 13694
for levels 1, 20, 40, 60, 80, and 100
Then, let's look at the various values ​​for skill 1
Skill 1 total damage
then skill 1 single damage
skill 1 number of strikers, number of strikes, cooldown
You can see it like this
So now the total damage is 2624
Skill 1 damage is 656
Number of strikers is 4
Number of strikes is 1
Number of skills is 4.0
Number of skills is a multiplying number
It's a multiplying number
and the cooldown is 20 seconds
That's how you can get it
So you can also get
the percentage of the total
If you set various values ​​in settings like this
you can get damage for skills 2 and 3 and damage for each level
So you should set the DPS and skill damage by level
the percentage of total damage each skill takes, etc.,
make a whole table
and leave the formula for calculating skill damage
as a policy document
For example, DPS times the number of skills is the damage of the skill
and if there are multiple projectiles, you can multiply by the number of projectiles
If not, you can multiply by 1
or if there are simultaneous hits
even if there are no projectiles
you can treat the simultaneous hits as the number of projectiles and multiply them the same way
If there is such a policy, you can get the damage
So, the number of hits refers to the number of hits that can be made simultaneously
Here, DPS times 164 times the number of skills 4.0
The number of hits four will give you the damage
In the case of cooldown, if it is 20 seconds, you can use it once every 20 seconds
So, the longer the cooldown, the lower the damage
the shorter the cooldown, the higher the damage
This is because the shorter the cooldown per minute, the more times you can use it
Calculating the damage per minute a player can give to a monster
Performing a total of 2 attacks per second
Assuming that the player character attacks twice per second
if the player attacks a monster with a basic attack for 1 minute
since he attacks twice per second
we can calculate the basic attack damage for 1 minute by multiplying 2 by 60
Since we calculated the DPS using the nature of the basic attack that attacks twice per second
we can also calculate the damage per minute
Attacks twice per second
It deals damage with a basic attack for 60 minutes
So 2 by 60
A total of 120 basic attacks, DPS times 60 damage per minute
This is how it works
The amount of damage per minute a player can give to a monster
and the skill can be used once every 20 seconds
The skill can be used a total of 3 times in 1 minute
The cooldown is 20 seconds
Based on level 1, the total damage of skill 1 is 2624
Based on 1 minute, the skill can be used 3 times, once every 20 seconds for 1 minute
The damage per minute of skill 1
is 3 times 2624, which is 7870
Here is how you can calculate the damage per minute of skill 1
If you divide it by 60
you can calculate the damage per second of that skill
If you divide 7870 by 60, you get 131.2
That is now the skill's DPS damage per second
Using the previous method
you can calculate the damage per minute of each skill
and the damage per minute of the basic attack and then add them to get the total damage per minute
It would be good to make a table of the damage
and check the skills and basic attack ratio
So, divide the ratio of the total damage per minute of each skill and basic attack
into a percentage
You can calculate the total damage by calculating the damage per minute of the basic attack
the damage per minute of the skill,
the damage per minute of the skill 3, and so on
Set the 1-minute damage of skills 1, 2, and 3
in percentages at levels
1, 20, 40, 60, 80, and 100
Then, a graph like this will appear
showing the damage per minute of normal attacks
1-minute damage of skill 1
1-minute damage of skill 2
and 1-minute damage of skill 3
and showing the percentages for levels 1, 20, 40, 60, 80, and 100
and showing the increasing values
You can see the damage the player gives at each level
divided into skills and basic attacks, as well as the ratio
You can also see the damage per minute by level
ou can see that
the total damage per minute chart increases as the level increases
That's it for this lecture
Thank you for your hard work in the class
Thank you
Step to set the numerical value 1. Find the strength of the ally Set the basic attack power of the player character and the attack power level of item
including damage per second, DPS, and skills, to determine how much damage can be done per minute
2. Find the defense power and number of monsters Using the damage to the allies, find the total HP and defense level of the enemies
Find out how many normal monsters are needed in the stage, the effective HP of the boss monster, etc.
3. Find the total attack power of the enemies To see how much damage is given during the survival time
Detailed numerical setting Total attack power level setting Elements that increase attack power include weapon+rune 1+rune 2+rune 3+accessories
By equipping these elements, the attack power of friendly characters increases, and can be obtained within the stage
Setting the player's basic attack power Set the most basic attack power according to level without a weapon, rune 1, rune 2, rune 3, or accessory
I used a simple formula to make the lecture progress smoothly, but it is better to use a trend line or create your own formula and make the table into a formula
Set the total attack power of the player Set the total attack power that appears when a friendly character is equipped with a weapon, rune 1, rune 2, rune 3, or accessory
It is difficult to find out the attack power when equipped at all levels. That is why the values ​​are set using the setting that equips a certain grade of item in a certain level range
As the game progresses, the ratio of runes and weapons is set higher than the basic ability value
Calculating Skill Damage Now that we have the attack power of the friendly character, we need to calculate the skill damage and see how much damage the character can deal over a certain period of time
First, when calculating skill damage, we need to decide whether to multiply the skill multiplier's attack power itself or multiply it by the attack power per second
Calculating DPS To know the damage per minute, you must first calculate the damage per second DPS is calculated based on the basic attack
Since the character attacks with 4 hits in 2 seconds, you can calculate DPS by multiplying the attack power by 2, which means that the character attacks with 2 hits in 1 second
Calculating skill damage You need to check how much damage a character can give in 1 minute
There are several factors in a skill, and depending on those factors, the amount of damage a skill gives greatly affects the damage it gives
Find the amount of damage per minute that a player can give to a monster You can find the total damage per minute by calculating the damage per minute of each skill and the damage per minute of the basic attack, then adding them all up
It is recommended to check the damage in a table and check the ratio of skills and basic attacks