WEBVTT 1 00:00:05.709 --> 00:00:09.933 Game Advanced Practice On Setting the Total Attack Power of Allies and Adjusting the Balance 2 00:00:09.933 --> 00:00:12.037 GCC Academy 3 00:00:27.120 --> 00:00:28.379 Hello everyone 4 00:00:28.706 --> 00:00:31.572 This is Park Hyung-seon from Action RPG Balance Game Planning 5 00:00:32.020 --> 00:00:37.589 This time, I will talk about setting the total attack power of allies and adjusting the balance 6 00:00:37.980 --> 00:00:40.919 In the last lecture, we learned how to formulate 7 00:00:40.920 --> 00:00:43.256 the standard ability value, which is the strength 8 00:00:43.256 --> 00:00:46.513 of monsters by stage in an action RPG game 9 00:00:46.700 --> 00:00:50.783 In this lecture, we will use the values ​​we created in the last lecture 10 00:00:50.788 --> 00:00:54.380 to create more detailed formulas and standards 11 00:00:54.380 --> 00:00:57.628 such as whether it can be killed with the basic attack 4 times we previously set 12 00:00:57.957 --> 00:01:01.751 and how long it takes to clear the stage 13 00:01:02.099 --> 00:01:04.339 We will set the attack power level of allies 14 00:01:04.339 --> 00:01:08.019 and calculate the damage the player can give the monster 15 00:01:08.254 --> 00:01:12.285 Numerical Setting Stage 16 00:01:12.660 --> 00:01:15.234 Adjusting the balance value 17 00:01:16.940 --> 00:01:18.553 setting the player level 18 00:01:19.101 --> 00:01:20.642 setting the monster level 19 00:01:21.660 --> 00:01:25.242 and setting the boss level 20 00:01:25.980 --> 00:01:28.149 Based on those results 21 00:01:29.521 --> 00:01:36.278 we will proceed to predict the time it takes from the start to the end of the stage 22 00:01:37.940 --> 00:01:41.859 Let me start with determining the player level 23 00:01:43.339 --> 00:01:45.379 The player's strength level is determined first 24 00:01:46.379 --> 00:01:49.779 such as how much damage per minute 25 00:01:49.779 --> 00:01:56.153 and how long they can last against enemies 26 00:01:57.660 --> 00:02:01.663 In the case of damage per minute, it is the same as damage per second 27 00:02:02.180 --> 00:02:06.280 but it refers to how much damage can be inflicted 28 00:02:06.739 --> 00:02:10.545 and how strong the allies' attack power is 29 00:02:11.619 --> 00:02:14.778 The strength of how long they can last against enemies 30 00:02:16.339 --> 00:02:18.113 is related to stamina 31 00:02:19.059 --> 00:02:23.014 It refers to how strong their stamina is 32 00:02:25.493 --> 00:02:29.000 Let's start with damage per minute again 33 00:02:29.940 --> 00:02:34.095 How strong the damage per minute 34 00:02:35.020 --> 00:02:39.531 is refers to how long they can last against enemies 35 00:02:40.121 --> 00:02:42.828 It determines the player's level 36 00:02:44.580 --> 00:02:48.203 Both damage per minute and per second are the same 37 00:02:49.291 --> 00:02:51.059 but it refers to 38 00:02:51.059 --> 00:02:53.699 how strong their attack power is 39 00:02:53.699 --> 00:02:55.483 and how high or low their player level is 40 00:02:56.500 --> 00:02:59.240 To determine how long they can last against enemies 41 00:02:59.979 --> 00:03:03.406 you can think about how strong their stamina is 42 00:03:03.406 --> 00:03:06.619 If you have a lot of stamina, you can last longer 43 00:03:06.619 --> 00:03:09.886 If you have little stamina, you can last less 44 00:03:10.211 --> 00:03:12.177 Just think about that 45 00:03:13.426 --> 00:03:15.940 The same goes for monster levels 46 00:03:15.940 --> 00:03:18.940 There are boss monsters 47 00:03:18.940 --> 00:03:20.380 regular monsters 48 00:03:20.380 --> 00:03:21.830 mid-bosses 49 00:03:22.500 --> 00:03:24.591 regular skeleton soldiers, archer soldiers 50 00:03:24.979 --> 00:03:26.500 and defensive soldiers 51 00:03:26.500 --> 00:03:28.425 There are various monsters like this 52 00:03:30.059 --> 00:03:34.147 How much damage do monsters inflict on players 53 00:03:34.660 --> 00:03:37.102 while they survive against players? 54 00:03:37.660 --> 00:03:40.776 How long can they survive 55 00:03:41.300 --> 00:03:42.539 when attacked by players? 56 00:03:42.539 --> 00:03:46.660 Likewise, there are HP and attack powers 57 00:03:46.660 --> 00:03:48.979 If you have a lot of HP, you can survive longer 58 00:03:48.979 --> 00:03:50.179 if you have little HP, you can survive less 59 00:03:50.179 --> 00:03:55.105 and if you have high attack power, you can damage players 60 00:03:55.623 --> 00:03:57.500 If not, you can give less 61 00:03:57.500 --> 00:03:59.708 These monster levels are set the same way 62 00:04:00.419 --> 00:04:01.813 Bosses can also 63 00:04:02.619 --> 00:04:07.807 be set the same way as monsters 64 00:04:08.702 --> 00:04:12.500 After setting the player, regular monster 65 00:04:12.500 --> 00:04:15.729 boss level, attack power, and HP levels 66 00:04:16.940 --> 00:04:19.700 the time it takes to kill all the regular monsters on stage 67 00:04:19.700 --> 00:04:22.178 the time it takes to fight the boss 68 00:04:22.619 --> 00:04:25.179 and these additional values 69 00:04:25.179 --> 00:04:28.329 ​​are set 70 00:04:29.140 --> 00:04:33.660 Then, the time it takes to start and end the stage can be predicted 71 00:04:33.660 --> 00:04:36.184 and on the other hand, you can set 72 00:04:36.185 --> 00:04:37.613 a standard of 3 minutes or 4 minutes 73 00:04:37.980 --> 00:04:41.953 and set the remaining values ​​to that time 74 00:04:42.220 --> 00:04:43.440 Both are possible 75 00:04:43.440 --> 00:04:48.220 However, we have made it a little easier by setting the time first 76 00:04:48.220 --> 00:04:50.028 and then setting the values 77 00:04:51.171 --> 00:04:54.391 Step 1 of the numerical adjustmen 78 00:04:55.779 --> 00:04:58.692 Finding the strength of the allies 79 00:04:59.260 --> 00:05:03.188 Let's go into a little more detail 80 00:05:04.611 --> 00:05:06.494 What is the basic attack power 81 00:05:06.940 --> 00:05:08.660 what is the attack power of the accessory 82 00:05:08.660 --> 00:05:10.848 and what is the total attack power of the rune 83 00:05:11.339 --> 00:05:18.823 In this way, the total attack power of the equipment is the level of the total attack power of the allies 84 00:05:19.220 --> 00:05:23.459 However, the equipment and the bare body that takes up nothing 85 00:05:23.459 --> 00:05:25.019 can have attack power 86 00:05:25.019 --> 00:05:28.366 So, the attack power 87 00:05:28.859 --> 00:05:30.863 is included in the swords 88 00:05:31.260 --> 00:05:33.859 or accessories worn by the allies 89 00:05:33.859 --> 00:05:35.540 and in the runes 90 00:05:35.540 --> 00:05:38.007 You have to add all the equipment 91 00:05:38.551 --> 00:05:40.940 with all the attack power 92 00:05:40.940 --> 00:05:44.686 You also have to add up the bare body attack power of the allies 93 00:05:46.059 --> 00:05:50.100 Then, you can determine how much damage is done per second 94 00:05:50.100 --> 00:05:53.751 and how much damage is done per minute 95 00:05:54.980 --> 00:05:58.247 Determine the basic attack power of the player character 96 00:05:58.660 --> 00:06:01.357 and the attack power level of items such as runes 97 00:06:01.980 --> 00:06:04.909 With the total attack power, you can find how much damage 98 00:06:04.909 --> 00:06:10.089 can be done per minute, including damage per second, DPS, and skills 99 00:06:10.459 --> 00:06:12.850 If you calculate the damage per second dps 100 00:06:12.850 --> 00:06:17.603 the damage per minute is multiplied by 60 dps 101 00:06:17.815 --> 00:06:19.122 so damage per second 102 00:06:19.501 --> 00:06:21.613 Since it's attack power per second 103 00:06:22.179 --> 00:06:24.619 60 seconds is 1 minute 104 00:06:24.619 --> 00:06:27.383 So, if you multiply it by 60, you get attack power per minute 105 00:06:28.951 --> 00:06:31.451 This is the second step to adjusting the numbers 106 00:06:32.380 --> 00:06:39.315 Let's find out the monster's defense and the number of monsters 107 00:06:40.660 --> 00:06:45.040 You can set the total effective HP based on the damage 108 00:06:45.739 --> 00:06:47.365 How much damage per second 109 00:06:47.368 --> 00:06:48.501 per minute 110 00:06:49.859 --> 00:06:55.807 reset the defense and HP of one normal monster 111 00:06:56.859 --> 00:07:01.681 set the number of normal monsters, and find the total effective HP, including the boss 112 00:07:02.540 --> 00:07:08.018 Then, you can predict the survival time and playtime from the ally character 113 00:07:09.179 --> 00:07:11.100 You can find the enemy's total HP 114 00:07:11.779 --> 00:07:15.485 and defense level using the ally's damage 115 00:07:16.579 --> 00:07:19.644 You can find out how many normal monsters are needed in the stage 116 00:07:20.220 --> 00:07:24.111 and the effective HP of the boss monster 117 00:07:25.117 --> 00:07:26.327 Step 3 118 00:07:26.899 --> 00:07:29.303 Find the enemy's total attack power 119 00:07:30.179 --> 00:07:34.302 It is better to set the enemy's attack power as attack power per second 120 00:07:34.579 --> 00:07:38.147 If you do everything as attack power per second rather than other things 121 00:07:38.521 --> 00:07:39.940 you can make it fair and even 122 00:07:39.940 --> 00:07:43.019 Since things like animation time 123 00:07:43.019 --> 00:07:44.516 and number of hits are different 124 00:07:45.339 --> 00:07:49.310 if you just use attack power, these may not be balanced 125 00:07:49.779 --> 00:07:52.473 So, whether it is an ally or enemy 126 00:07:53.140 --> 00:07:56.082 set the attack power value as attack power per second 127 00:07:56.779 --> 00:07:58.683 and apply the animation time or number of hits 128 00:07:58.683 --> 00:08:02.188 accordingly 129 00:08:02.540 --> 00:08:05.247 to avoid breaking the balance 130 00:08:06.660 --> 00:08:08.859 When you say how much damage you can give 131 00:08:08.859 --> 00:08:12.287 to the player during survival 132 00:08:13.897 --> 00:08:15.938 you can determine the enemy's level 133 00:08:18.299 --> 00:08:22.721 If you are going to find the total attack damage of the enemy 134 00:08:23.260 --> 00:08:28.413 in this lecture, we will set the enemy's attack power as attack power per second 135 00:08:28.940 --> 00:08:33.602 and see how much damage is given during the survival time 136 00:08:34.848 --> 00:08:39.270 Set the total effective HP based on the damage amount 137 00:08:40.340 --> 00:08:42.528 To find the total attack power of the enemy 138 00:08:43.020 --> 00:08:46.302 you need to know the damage per second and damage per minute 139 00:08:47.260 --> 00:08:49.715 set the survival time when doing nothing 140 00:08:50.299 --> 00:08:53.490 and the effective HP, basic ability, armor ability 141 00:08:53.979 --> 00:09:00.370 and accessory ability levels required for the target survival time 142 00:09:01.820 --> 00:09:04.787 We will find the defense and HP levels of the allies 143 00:09:06.380 --> 00:09:10.403 We will predict how much they can withstand the enemy 144 00:09:11.299 --> 00:09:16.100 and set the defense level to survive for the predicted time 145 00:09:17.070 --> 00:09:21.390 Set Detailed Values 146 00:09:21.765 --> 00:09:24.116 Determine the total attack power level 147 00:09:24.900 --> 00:09:27.267 You can see the character information on the left 148 00:09:28.299 --> 00:09:30.360 There is the character name, picture 149 00:09:30.802 --> 00:09:31.686 star mark 150 00:09:32.243 --> 00:09:33.085 attack power 151 00:09:34.580 --> 00:09:38.999 basic weapon, rune, and accessory 152 00:09:39.299 --> 00:09:41.915 I will say there are three runes and one accessory 153 00:09:43.539 --> 00:09:47.299 And there is the current character's basic ability 154 00:09:47.299 --> 00:09:51.138 Even if you do not equip anything, you have the basic ability 155 00:09:51.500 --> 00:09:56.136 Before equipping the item, the attack power is 500 156 00:09:56.539 --> 00:09:57.687 Look at the right side 157 00:10:00.637 --> 00:10:03.924 When you equip a sword, three runes, and an accessory 158 00:10:03.924 --> 00:10:07.070 the attack power increases from 500 to 1500 159 00:10:08.500 --> 00:10:13.721 You equip the basic weapon, three runes, and all the accessory slots 160 00:10:14.500 --> 00:10:19.908 So, comparing before and after equipping the item 161 00:10:20.260 --> 00:10:24.361 you can see that the attack power has increased due to various factors 162 00:10:24.979 --> 00:10:27.403 The elements that increase the attack power 163 00:10:27.404 --> 00:10:31.714 are the weapon, three runes, and accessories 164 00:10:32.281 --> 00:10:34.325 When you equip the corresponding elements 165 00:10:34.940 --> 00:10:37.260 the attack power of the friendly character increases 166 00:10:37.260 --> 00:10:39.023 and you can obtain them within the stage 167 00:10:39.780 --> 00:10:41.875 There is a grade at this time 168 00:10:41.875 --> 00:10:45.717 and the higher the grade, the higher the ability value 169 00:10:46.619 --> 00:10:48.900 We will set the character's total attack power by setting the character's attack power 170 00:10:48.900 --> 00:10:52.820 according to the level, as well as the ability values ​​of the weapon 171 00:10:52.820 --> 00:10:55.594 runes 1, 2, 3, and accessories 172 00:10:58.212 --> 00:11:00.284 Setting the Player's Basic Attack Power 173 00:11:01.700 --> 00:11:07.965 Set the most basic attack power according to the level 174 00:11:08.580 --> 00:11:11.966 without a weapon, rune 1, rune 2, rune 3, or accessory 175 00:11:12.979 --> 00:11:14.990 I used a simple formula 176 00:11:15.700 --> 00:11:17.725 to make the lecture progress smoothly 177 00:11:18.179 --> 00:11:21.419 but using a trend line or creating your own formula 178 00:11:21.419 --> 00:11:25.131 to make the table into a formula is better 179 00:11:26.476 --> 00:11:29.377 Let's take a look at setting the player's basic attack power 180 00:11:31.717 --> 00:11:40.996 Enter a number that you think is appropriate based on level 1 181 00:11:42.816 --> 00:11:47.187 I entered the numbers as attack power and defense power 182 00:11:47.780 --> 00:11:50.179 I will use a very simple formula 183 00:11:50.179 --> 00:11:53.500 the previous attack power plus 3 184 00:11:53.500 --> 00:11:54.940 For convenience 185 00:11:54.940 --> 00:11:56.658 However, to do it properly 186 00:11:57.500 --> 00:12:00.700 it would be much better to apply the cubic equation formula 187 00:12:00.700 --> 00:12:04.013 by adding a trend line that I explained in the previous lecture 188 00:12:04.120 --> 00:12:06.395 However, this becomes complicated 189 00:12:06.780 --> 00:12:08.325 so I used the simple formula 190 00:12:08.940 --> 00:12:12.204 of the previous attack power plus 3 to make it easy 191 00:12:13.299 --> 00:12:15.140 So, I set the most basic attack power 192 00:12:15.140 --> 00:12:17.264 for players at levels 1 to 100 193 00:12:17.940 --> 00:12:20.687 using the formula 194 00:12:21.500 --> 00:12:26.739 Level 1 is 50, Level 2 is 53, Level 3 is 56, and Level 20 is 107 195 00:12:26.739 --> 00:12:29.340 This way, I created attack power values 196 00:12:29.340 --> 00:12:34.363 ​​from Level 1 to Level 20 that increase by three from 50 197 00:12:35.925 --> 00:12:37.763 Setting the Total Attack Power of a Player 198 00:12:39.340 --> 00:12:45.145 Sets the total attack power that appears when 199 00:12:46.820 --> 00:12:52.220 a friendly character is equipped with a weapon Rune 1, Rune 2, Rune 3, and accessory 200 00:12:53.419 --> 00:12:58.954 It is difficult to determine the attack power when equipped at all levels 201 00:12:59.979 --> 00:13:05.154 Therefore, the value is set using the setting that a certain item grade 202 00:13:05.900 --> 00:13:07.280 is equipped in a certain level range 203 00:13:08.020 --> 00:13:09.212 Let's look at it next 204 00:13:10.979 --> 00:13:12.448 Let's take an example 205 00:13:12.780 --> 00:13:15.121 When setting the total attack power of a player 206 00:13:16.419 --> 00:13:18.820 if you look at the picture on the left, it is 1500 207 00:13:18.820 --> 00:13:20.036 and equipped 208 00:13:21.820 --> 00:13:26.793 The basic ability plus the item ability is 1500 209 00:13:27.460 --> 00:13:32.859 However, the basic weapon attack power is 600 210 00:13:32.859 --> 00:13:35.562 The attack power of 3 runes is 300 211 00:13:36.140 --> 00:13:42.499 Considering each rune, there are 3 of 100 each, so it is 300 212 00:13:43.272 --> 00:13:45.619 The attack power of the accessory is 100 213 00:13:45.619 --> 00:13:47.714 So even when completely naked 214 00:13:48.299 --> 00:13:51.958 with nothing on, the attack power exists 215 00:13:52.619 --> 00:13:54.074 The value at that time was 500 216 00:13:54.907 --> 00:13:56.771 When you have all the equipment, it's 1000 217 00:13:57.299 --> 00:13:59.275 If you break it down into details 218 00:14:00.179 --> 00:14:01.611 the sword is 600 219 00:14:01.619 --> 00:14:03.814 the runes are three each of 100 220 00:14:04.099 --> 00:14:07.655 the accessories are 101, and so on 221 00:14:09.246 --> 00:14:12.849 And if you do it by rank, it'll be different 222 00:14:14.179 --> 00:14:19.387 Player level 1, 20, 40, 60, 80, 100 223 00:14:20.820 --> 00:14:23.258 There's a reason for doing it like this 224 00:14:23.900 --> 00:14:26.790 This is called sampling balancing 225 00:14:27.460 --> 00:14:29.160 To explain the concept briefly 226 00:14:30.859 --> 00:14:34.497 you create six friendly profiles like this 227 00:14:34.900 --> 00:14:37.744 But, in fact 228 00:14:39.498 --> 00:14:45.140 it's hard to balance all the player levels from 1 to 100 229 00:14:45.140 --> 00:14:47.709 Because there are too many 230 00:14:48.340 --> 00:14:50.471 So what you do is 231 00:14:51.380 --> 00:14:53.625 you want to balance all the items 232 00:14:54.380 --> 00:15:00.472 and the bare body from player level 1 to 100, but it's hard 233 00:15:01.074 --> 00:15:05.140 so you just balance the middle section like this 234 00:15:05.140 --> 00:15:08.494 player level 1, 20, 40, 60, 80, 100 235 00:15:09.020 --> 00:15:10.746 Then, from 1 to 20 236 00:15:11.066 --> 00:15:13.032 20 to 40, 40 to 60 237 00:15:13.363 --> 00:15:15.152 60 to 80, 80, 100 238 00:15:15.419 --> 00:15:16.758 You can automate 239 00:15:18.460 --> 00:15:21.979 the middle value by doing that 240 00:15:21.979 --> 00:15:24.832 So, this is sampling balancing 241 00:15:25.700 --> 00:15:28.084 Then, you can know it like this 242 00:15:28.940 --> 00:15:33.219 At player level 1, you get 1st grade 243 00:15:33.219 --> 00:15:34.399 at 20, you get 2nd 244 00:15:34.399 --> 00:15:39.428 The higher the grade number, 2, 3, 4, the better the item is 245 00:15:40.619 --> 00:15:43.253 So at player level 40, you get 3rd 246 00:15:43.580 --> 00:15:46.131 at 60, you get 4th grade, at 80, you get 5th 247 00:15:46.739 --> 00:15:52.099 and at player level 100, you get 6th grade plus levels 248 00:15:52.099 --> 00:15:54.820 Not only the grades but also the levels go up to 30 249 00:15:54.820 --> 00:15:57.866 That's how we make assumptions 250 00:15:58.900 --> 00:16:00.659 This is sampling balancing 251 00:16:00.659 --> 00:16:03.580 and it creates six virtual profiles of allies 252 00:16:03.580 --> 00:16:06.075 Assuming that 1, 20, 40, 60, 80, and 100 253 00:16:07.122 --> 00:16:12.101 are filled with 1st, 2nd, 3rd, 4th, 5th, and 6th grade weapons 254 00:16:12.260 --> 00:16:15.854 it creates virtual profiles of allies and balances them 255 00:16:18.191 --> 00:16:20.087 Let's express this in numbers 256 00:16:20.979 --> 00:16:23.435 When setting the player's total attack power 257 00:16:24.179 --> 00:16:28.219 the ratio of runes and weapons is set higher 258 00:16:28.219 --> 00:16:31.489 than the basic ability as it goes on 259 00:16:31.845 --> 00:16:38.484 That is, items initially take up a small percentage of the total numerical ratio 260 00:16:38.921 --> 00:16:43.181 but as the level goes up, they take up a higher percentage 261 00:16:43.900 --> 00:16:49.340 This way, players will feel the need for runes or weapons later on 262 00:16:50.140 --> 00:16:52.179 and the possibility of generating profits 263 00:16:52.179 --> 00:16:54.069 by increasing the time spent playing the game 264 00:16:54.739 --> 00:16:57.820 having to farm for them 265 00:16:57.820 --> 00:17:01.016 or purchasing cash items increases 266 00:17:02.179 --> 00:17:05.780 So, level 1, level 20, level 40, level 60, 80, 100 267 00:17:05.780 --> 00:17:09.780 if there are allies, basic attack power, nothing, bare body 268 00:17:09.780 --> 00:17:17.459 basic weapon, rune 1 attack power, rune 2 attack power, rune 3 attack power, trinket, 3 more runes 269 00:17:17.459 --> 00:17:21.140 and divide the percentage among you 270 00:17:21.140 --> 00:17:23.333 So, there will be a total attack power 271 00:17:24.099 --> 00:17:31.663 Total 82, 171, 417, 867, 3287, 6847, and so on 272 00:17:31.663 --> 00:17:36.619 and each level has a different growth value and gets stronger 273 00:17:36.619 --> 00:17:41.762 at levels 1, 20, 40, 60, 80, and 100 274 00:17:42.500 --> 00:17:47.125 At first, the basic attack power is 61%, the basic weapon is 10% 275 00:17:47.125 --> 00:17:52.238 Rune 1 is 7%, Rune 2 is 3%, Rune 3 is 3%, and the accessory is 2% 276 00:17:52.238 --> 00:17:55.020 If you do this, then when you reach level 100 277 00:17:55.020 --> 00:17:56.856 the basic attack power will be 5% 278 00:17:57.349 --> 00:18:01.809 The basic weapon will be 29%, Rune 1 attack power will be 26% 279 00:18:02.049 --> 00:18:03.928 Rune 2 attack power will be 22% 280 00:18:04.257 --> 00:18:06.753 Rune 3 will be 15%, and the accessory will be 3% 281 00:18:06.753 --> 00:18:10.859 You can set the ratios a little differently 282 00:18:10.859 --> 00:18:13.692 This is how you set the standard 283 00:18:14.300 --> 00:18:16.150 It sets the standard attack power 284 00:18:17.300 --> 00:18:21.859 Based on the final attack power, the attack power ratio in this lecture is 1st for the weapon 285 00:18:21.859 --> 00:18:26.949 Next, Rune 1, 2, 3, Basic Stats, and Accessories will have the lowest weight 286 00:18:28.260 --> 00:18:33.025 As your level increases, the grade of the items you equip also increases 287 00:18:34.044 --> 00:18:36.353 so try increasing the values ​​appropriately 288 00:18:36.353 --> 00:18:38.640 and check the ratio they occupy 289 00:18:39.660 --> 00:18:41.682 Setting the Total Attack Power of the Player 290 00:18:42.420 --> 00:18:46.819 Based on the table shown earlier, this is a player's attack power chart 291 00:18:46.819 --> 00:18:48.877 It is drawn as a graph 292 00:18:50.300 --> 00:18:54.579 In the beginning, the proportion of the basic ability and the rune is not much different 293 00:18:54.579 --> 00:18:57.068 Rather, the basic ability is higher 294 00:18:58.500 --> 00:19:03.219 As the game progresses, the proportion and ratio of the rune and weapon increase 295 00:19:03.219 --> 00:19:07.253 and take up a higher proportion than the basic ability 296 00:19:08.099 --> 00:19:11.199 Next is calculating the skill damage 297 00:19:12.180 --> 00:19:14.732 Since you have calculated the attack power of the ally character 298 00:19:15.178 --> 00:19:16.999 you need to calculate the skill damage 299 00:19:17.859 --> 00:19:23.357 and find out how much damage the character can inflict over a certain period of time 300 00:19:23.699 --> 00:19:26.493 First, when calculating the skill damage 301 00:19:27.273 --> 00:19:30.129 you need to decide whether to multiply the skill multiplier's attack power 302 00:19:30.972 --> 00:19:35.668 or the attack power per second by the DPS 303 00:19:37.697 --> 00:19:41.134 You can simply set the skill damage as 3000 304 00:19:41.469 --> 00:19:44.081 You can set it arbitrarily like this 305 00:19:44.780 --> 00:19:48.130 Usually, skill damage can be determined by choosing one of two methods 306 00:19:48.130 --> 00:19:52.841 Aattack power of a specific skill multiplier 307 00:19:53.206 --> 00:19:56.679 or multiplying by dps 308 00:19:58.436 --> 00:19:59.541 Let's take an example 309 00:20:01.339 --> 00:20:04.648 Calculating the skill damage using the attack power based on level 1 310 00:20:05.380 --> 00:20:08.026 If the attack power is 82 at level 1 311 00:20:08.346 --> 00:20:10.013 the skill multiplier is 4.0 312 00:20:10.545 --> 00:20:11.396 the number of hits is 1 313 00:20:11.998 --> 00:20:13.953 and the number of hits is 3 314 00:20:15.271 --> 00:20:16.358 then the skill damage 315 00:20:17.140 --> 00:20:21.564 is 82 x 4 x 3 316 00:20:21.565 --> 00:20:22.060 983 317 00:20:22.070 --> 00:20:23.477 You can set it like this 318 00:20:25.300 --> 00:20:31.241 Or the number of hits is the number of projectiles 319 00:20:31.242 --> 00:20:32.239 so it's calculated like that 320 00:20:32.239 --> 00:20:34.772 Some skills eliminate the number of hits 321 00:20:34.979 --> 00:20:37.903 and multiply by the skill multiplier 322 00:20:38.900 --> 00:20:42.986 So if there are a lot of projectiles, it increases that much 323 00:20:43.242 --> 00:20:44.969 so you can understand it like that 324 00:20:45.619 --> 00:20:48.623 The skill multiplier exists arbitrarily 325 00:20:48.623 --> 00:20:52.295 If you have an attack power 326 00:20:52.690 --> 00:20:58.643 multiply the basic attack power by the skill multiplier of 7 to give the skill damage 327 00:20:58.650 --> 00:21:00.444 You can set it like this 328 00:21:00.873 --> 00:21:02.759 So whether you set it to 7 or 4 329 00:21:03.217 --> 00:21:05.073 you have to balance it 330 00:21:06.300 --> 00:21:10.423 So, if the basic attack power is high, you lower the skill multiplier 331 00:21:10.902 --> 00:21:13.941 if the basic attack power is low, you raise the skill multiplier 332 00:21:15.180 --> 00:21:19.038 I'll tell you how to calculate skill damage using DPS 333 00:21:20.127 --> 00:21:22.274 Attack power is based on level 1: 82 334 00:21:23.053 --> 00:21:28.560 Since four normal attacks take 2 seconds, it attacks twice per second 335 00:21:29.291 --> 00:21:33.120 DPS is 82 x 2 164 336 00:21:35.613 --> 00:21:38.186 skill multiplier 4.0, number of hits 1 337 00:21:39.088 --> 00:21:40.721 number of hits taken 3 338 00:21:41.322 --> 00:21:45.264 skill damage 164 x 4.0 x 3 339 00:21:45.500 --> 00:21:46.530 2968 340 00:21:46.531 --> 00:21:49.088 It's almost doubled 341 00:21:49.648 --> 00:21:53.541 So, there are usually several ways 342 00:21:54.635 --> 00:21:58.925 you can think of it simply 343 00:21:58.926 --> 00:22:01.525 as just considering DPS as attack power 344 00:22:01.877 --> 00:22:06.440 and multiplying it by the skill multiplier 345 00:22:07.177 --> 00:22:09.909 It would be good for you to document this part 346 00:22:09.909 --> 00:22:13.474 as a skill damage policy 347 00:22:15.192 --> 00:22:17.562 The reason for this is that the current enemy 348 00:22:17.692 --> 00:22:22.633 and ally HP and attack power levels are all calculated based on the gameplay time 349 00:22:23.380 --> 00:22:26.001 so to enter a fairer number 350 00:22:26.002 --> 00:22:28.259 it is better to multiply DPS by the skill multiplier and multiply it 351 00:22:28.974 --> 00:22:33.003 So that we will proceed like this in the lecture 352 00:22:33.523 --> 00:22:37.170 However, you do not necessarily need to multiply DPS to obtain skill damage 353 00:22:37.339 --> 00:22:41.302 Depending on the planning intention, you can calculate it by multiplying the basic attack power 354 00:22:41.302 --> 00:22:46.049 This will vary depending on the program you design 355 00:22:46.986 --> 00:22:48.715 Damage per minute is easy 356 00:22:48.715 --> 00:22:53.184 To find damage per minute, first calculate DPS damage per second 357 00:22:54.162 --> 00:22:57.085 and calculate DPS based on the basic attack 358 00:22:57.257 --> 00:23:00.221 You can multiply dps by 60 to obtain damage per minute 359 00:23:01.214 --> 00:23:04.369 The character attacks 4 times in 2 seconds 360 00:23:04.370 --> 00:23:09.069 Since it attacks twice per second, you can calculate it 361 00:23:09.095 --> 00:23:10.375 by multiplying the attack power by 2 362 00:23:12.084 --> 00:23:13.399 Calculating DPS 363 00:23:14.579 --> 00:23:18.055 Similar to what I said before 364 00:23:19.061 --> 00:23:22.714 All four basic attacks are performed within 2 seconds 365 00:23:22.714 --> 00:23:24.031 including animation speed 366 00:23:24.752 --> 00:23:28.244 the total basic attack damage is the character's total attack power times 4 367 00:23:29.260 --> 00:23:31.337 a total of 2 attacks per second 368 00:23:31.338 --> 00:23:33.174 Allied characters attack twice per second 369 00:23:33.199 --> 00:23:36.764 DPS damage per second is the character's total attack power times 2 370 00:23:37.660 --> 00:23:43.162 DPS basic attack is according to levels 1, 20, 40, 60, 80, and 100 371 00:23:43.939 --> 00:23:51.869 I multiplied it like this and calculated it 372 00:23:51.870 --> 00:23:54.364 as 164, 342, 834, 1734, 6574, 13694 373 00:23:55.060 --> 00:23:57.154 Calculating Skill Damage 374 00:23:58.194 --> 00:24:03.830 You need to check how much damage a character can give in 1 minute 375 00:24:05.721 --> 00:24:08.175 Skills have various elements 376 00:24:08.558 --> 00:24:13.059 Depending on those elements, the amount of damage the skill gives is greatly affected 377 00:24:14.420 --> 00:24:18.307 Since the components of the skill change depending on the battle system plan 378 00:24:19.035 --> 00:24:21.758 collaboration with the system planner is essential 379 00:24:22.099 --> 00:24:28.127 If possible, it is best if the balance planner has experience in system planning 380 00:24:28.128 --> 00:24:31.213 It is difficult to balance without knowing the system plan 381 00:24:33.166 --> 00:24:38.998 This lecture will look at the skill components for calculating skill damage 382 00:24:40.461 --> 00:24:43.846 It is a skill with a cooldown of 20 seconds that attacks and kills three people at once 383 00:24:43.846 --> 00:24:46.155 It is a large amount of damage that can defeat a normal monster 384 00:24:47.979 --> 00:24:49.626 Skill components 385 00:24:49.627 --> 00:24:54.645 The total skill damage is the number of attackers times the damage given to 1 person 386 00:24:55.420 --> 00:24:58.886 the number of hits is 1 time, the skill multiplier is 4.1 387 00:24:59.423 --> 00:25:01.552 4.0, and the cooldown is 20 seconds 388 00:25:01.552 --> 00:25:03.303 There are various factors like this 389 00:25:04.780 --> 00:25:08.537 Before and after using the skill 390 00:25:10.099 --> 00:25:11.206 The skill concept 391 00:25:11.427 --> 00:25:15.981 is a skill that quickly stabs a monster with a sword 4 times 392 00:25:16.116 --> 00:25:19.382 Number of attackers 1, number of hits 4 393 00:25:19.382 --> 00:25:21.342 Cooldown 15 seconds, skill multiplier 2.0 394 00:25:22.540 --> 00:25:23.545 Skill concept 395 00:25:23.546 --> 00:25:25.655 A skill that inflicts great damage on multiple people 396 00:25:25.655 --> 00:25:28.505 Number of strikers: 5, number of strikes: 1 397 00:25:29.082 --> 00:25:31.978 Cooldown: 40 seconds, skill multiplier: 6.5 398 00:25:33.438 --> 00:25:35.967 You can set the range data like this once 399 00:25:37.826 --> 00:25:43.527 Let me explain the skill damage table 400 00:25:45.526 --> 00:25:52.038 If you look on the left, there are various columns and types 401 00:25:53.260 --> 00:25:57.385 These are also sampling balances 402 00:25:58.260 --> 00:26:08.535 It creates samples based on levels 1, 20, 40, 60, 80, and 100 403 00:26:08.535 --> 00:26:09.885 It creates samples of intensity 404 00:26:09.889 --> 00:26:16.916 So, if you set the skill intensity of allies like this 405 00:26:17.739 --> 00:26:22.910 and say that the intermediate balance is the intermediate value, it will be correct 406 00:26:22.911 --> 00:26:25.339 So, instead of balancing everything 407 00:26:26.020 --> 00:26:29.321 you create about 6 allied profiles 408 00:26:30.126 --> 00:26:36.855 you create about 6 allied profiles, and if it's level 100, you create it like this: level 1, 20, 40, 60, 80, 100 409 00:26:39.099 --> 00:26:46.031 DPS has 164, 342, 834, 1734, 6574, and 13694 410 00:26:47.321 --> 00:26:55.380 for levels 1, 20, 40, 60, 80, and 100 411 00:26:56.900 --> 00:27:02.333 Then, let's look at the various values ​​for skill 1 412 00:27:02.579 --> 00:27:04.575 Skill 1 total damage 413 00:27:05.207 --> 00:27:10.258 then skill 1 single damage 414 00:27:10.481 --> 00:27:14.576 skill 1 number of strikers, number of strikes, cooldown 415 00:27:14.577 --> 00:27:16.642 You can see it like this 416 00:27:18.020 --> 00:27:21.360 So now the total damage is 2624 417 00:27:21.801 --> 00:27:24.205 Skill 1 damage is 656 418 00:27:24.365 --> 00:27:25.748 Number of strikers is 4 419 00:27:25.749 --> 00:27:27.343 Number of strikes is 1 420 00:27:28.140 --> 00:27:29.605 Number of skills is 4.0 421 00:27:29.606 --> 00:27:33.965 Number of skills is a multiplying number 422 00:27:34.739 --> 00:27:36.095 It's a multiplying number 423 00:27:36.096 --> 00:27:37.954 and the cooldown is 20 seconds 424 00:27:37.954 --> 00:27:39.444 That's how you can get it 425 00:27:40.270 --> 00:27:41.792 So you can also get 426 00:27:43.699 --> 00:27:46.536 the percentage of the total 427 00:27:47.230 --> 00:27:51.992 If you set various values ​​in settings like this 428 00:27:52.420 --> 00:27:57.790 you can get damage for skills 2 and 3 and damage for each level 429 00:27:59.260 --> 00:28:03.123 So you should set the DPS and skill damage by level 430 00:28:03.124 --> 00:28:06.913 the percentage of total damage each skill takes, etc., 431 00:28:07.300 --> 00:28:09.048 make a whole table 432 00:28:09.815 --> 00:28:13.332 and leave the formula for calculating skill damage 433 00:28:13.332 --> 00:28:15.463 as a policy document 434 00:28:15.463 --> 00:28:22.437 For example, DPS times the number of skills is the damage of the skill 435 00:28:22.948 --> 00:28:26.789 and if there are multiple projectiles, you can multiply by the number of projectiles 436 00:28:26.789 --> 00:28:30.917 If not, you can multiply by 1 437 00:28:30.918 --> 00:28:32.836 or if there are simultaneous hits 438 00:28:33.660 --> 00:28:35.467 even if there are no projectiles 439 00:28:36.012 --> 00:28:42.749 you can treat the simultaneous hits as the number of projectiles and multiply them the same way 440 00:28:42.751 --> 00:28:46.054 If there is such a policy, you can get the damage 441 00:28:46.876 --> 00:28:51.586 So, the number of hits refers to the number of hits that can be made simultaneously 442 00:28:51.971 --> 00:29:00.921 Here, DPS times 164 times the number of skills 4.0 443 00:29:00.939 --> 00:29:05.489 The number of hits four will give you the damage 444 00:29:05.900 --> 00:29:11.714 In the case of cooldown, if it is 20 seconds, you can use it once every 20 seconds 445 00:29:12.328 --> 00:29:17.760 So, the longer the cooldown, the lower the damage 446 00:29:18.306 --> 00:29:22.534 the shorter the cooldown, the higher the damage 447 00:29:22.535 --> 00:29:27.798 This is because the shorter the cooldown per minute, the more times you can use it 448 00:29:30.691 --> 00:29:34.403 Calculating the damage per minute a player can give to a monster 449 00:29:36.051 --> 00:29:39.219 Performing a total of 2 attacks per second 450 00:29:39.220 --> 00:29:43.388 Assuming that the player character attacks twice per second 451 00:29:44.300 --> 00:29:48.315 if the player attacks a monster with a basic attack for 1 minute 452 00:29:49.317 --> 00:29:51.154 since he attacks twice per second 453 00:29:51.396 --> 00:29:55.414 we can calculate the basic attack damage for 1 minute by multiplying 2 by 60 454 00:29:57.144 --> 00:30:02.281 Since we calculated the DPS using the nature of the basic attack that attacks twice per second 455 00:30:02.783 --> 00:30:05.998 we can also calculate the damage per minute 456 00:30:06.905 --> 00:30:08.071 Attacks twice per second 457 00:30:08.503 --> 00:30:12.663 It deals damage with a basic attack for 60 minutes 458 00:30:13.237 --> 00:30:16.037 So 2 by 60 459 00:30:16.500 --> 00:30:21.730 A total of 120 basic attacks, DPS times 60 damage per minute 460 00:30:22.293 --> 00:30:26.235 This is how it works 461 00:30:27.668 --> 00:30:31.237 The amount of damage per minute a player can give to a monster 462 00:30:32.203 --> 00:30:36.500 and the skill can be used once every 20 seconds 463 00:30:36.501 --> 00:30:39.496 The skill can be used a total of 3 times in 1 minute 464 00:30:39.496 --> 00:30:41.320 The cooldown is 20 seconds 465 00:30:42.381 --> 00:30:46.006 Based on level 1, the total damage of skill 1 is 2624 466 00:30:46.674 --> 00:30:51.632 Based on 1 minute, the skill can be used 3 times, once every 20 seconds for 1 minute 467 00:30:52.517 --> 00:30:54.823 The damage per minute of skill 1 468 00:30:56.073 --> 00:30:59.426 is 3 times 2624, which is 7870 469 00:31:00.339 --> 00:31:03.144 Here is how you can calculate the damage per minute of skill 1 470 00:31:04.019 --> 00:31:06.432 If you divide it by 60 471 00:31:06.433 --> 00:31:08.995 you can calculate the damage per second of that skill 472 00:31:09.219 --> 00:31:14.054 If you divide 7870 by 60, you get 131.2 473 00:31:14.412 --> 00:31:18.150 That is now the skill's DPS damage per second 474 00:31:19.673 --> 00:31:23.285 Using the previous method 475 00:31:23.694 --> 00:31:26.830 you can calculate the damage per minute of each skill 476 00:31:27.419 --> 00:31:32.202 and the damage per minute of the basic attack and then add them to get the total damage per minute 477 00:31:33.179 --> 00:31:35.430 It would be good to make a table of the damage 478 00:31:35.534 --> 00:31:40.076 and check the skills and basic attack ratio 479 00:31:40.950 --> 00:31:46.044 So, divide the ratio of the total damage per minute of each skill and basic attack 480 00:31:46.044 --> 00:31:49.148 into a percentage 481 00:31:49.989 --> 00:31:53.483 You can calculate the total damage by calculating the damage per minute of the basic attack 482 00:31:53.625 --> 00:31:56.335 the damage per minute of the skill, 483 00:31:57.929 --> 00:32:00.560 the damage per minute of the skill 3, and so on 484 00:32:02.739 --> 00:32:06.523 Set the 1-minute damage of skills 1, 2, and 3 485 00:32:07.009 --> 00:32:11.096 in percentages at levels 486 00:32:11.096 --> 00:32:13.770 1, 20, 40, 60, 80, and 100 487 00:32:15.140 --> 00:32:17.753 Then, a graph like this will appear 488 00:32:18.875 --> 00:32:20.631 showing the damage per minute of normal attacks 489 00:32:20.632 --> 00:32:22.048 1-minute damage of skill 1 490 00:32:22.048 --> 00:32:23.710 1-minute damage of skill 2 491 00:32:23.711 --> 00:32:26.141 and 1-minute damage of skill 3 492 00:32:26.488 --> 00:32:31.608 and showing the percentages for levels 1, 20, 40, 60, 80, and 100 493 00:32:31.608 --> 00:32:35.689 and showing the increasing values 494 00:32:36.564 --> 00:32:38.841 You can see the damage the player gives at each level 495 00:32:38.841 --> 00:32:42.251 divided into skills and basic attacks, as well as the ratio 496 00:32:43.180 --> 00:32:46.678 You can also see the damage per minute by level 497 00:32:46.679 --> 00:32:49.178 ou can see that 498 00:32:49.714 --> 00:32:54.376 the total damage per minute chart increases as the level increases 499 00:32:55.561 --> 00:32:57.567 That's it for this lecture 500 00:32:57.568 --> 00:32:59.395 Thank you for your hard work in the class 501 00:32:59.396 --> 00:33:00.345 Thank you 502 00:33:00.426 --> 00:33:01.747 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 503 00:33:01.747 --> 00:33:02.932 including damage per second, DPS, and skills, to determine how much damage can be done per minute 504 00:33:02.940 --> 00:33:03.640 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 505 00:33:03.640 --> 00:33:04.503 Find out how many normal monsters are needed in the stage, the effective HP of the boss monster, etc. 506 00:33:04.503 --> 00:33:05.411 3. Find the total attack power of the enemies To see how much damage is given during the survival time 507 00:33:05.411 --> 00:33:06.140 Detailed numerical setting Total attack power level setting Elements that increase attack power include weapon+rune 1+rune 2+rune 3+accessories 508 00:33:06.140 --> 00:33:06.842 By equipping these elements, the attack power of friendly characters increases, and can be obtained within the stage 509 00:33:06.842 --> 00:33:07.797 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 510 00:33:07.807 --> 00:33:08.239 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 511 00:33:08.239 --> 00:33:08.840 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 512 00:33:08.840 --> 00:33:09.300 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 513 00:33:09.300 --> 00:33:10.448 As the game progresses, the ratio of runes and weapons is set higher than the basic ability value 514 00:33:10.450 --> 00:33:11.368 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 515 00:33:11.368 --> 00:33:12.303 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 516 00:33:12.303 --> 00:33:13.157 Calculating DPS To know the damage per minute, you must first calculate the damage per second DPS is calculated based on the basic attack 517 00:33:13.157 --> 00:33:13.886 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 518 00:33:13.894 --> 00:33:14.568 Calculating skill damage You need to check how much damage a character can give in 1 minute 519 00:33:14.568 --> 00:33:15.449 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 520 00:33:15.451 --> 00:33:17.543 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 521 00:33:17.545 --> 00:33:20.282 It is recommended to check the damage in a table and check the ratio of skills and basic attacks