WEBVTT 1 00:00:05.674 --> 00:00:09.830 Game Advanced Practice of Enemy Defense and Health Calculation and Balance Adjustment 2 00:00:09.830 --> 00:00:12.091 GCC Academy 3 00:00:27.173 --> 00:00:28.605 Hello everyone 4 00:00:28.605 --> 00:00:31.614 This is Park Hyung-seon from Action RPG Balance Game Planning 5 00:00:31.619 --> 00:00:37.510 I will discuss improving enemy defense and HP and adjusting the balance this time 6 00:00:37.776 --> 00:00:44.215 In the last lecture, we decided on the level of strength of friendly characters and the amount of damage they can inflict per minute 7 00:00:44.584 --> 00:00:48.000 This time, we'll set how many monsters can withstand 8 00:00:48.000 --> 00:00:50.175 how many normal monsters are needed 9 00:00:50.176 --> 00:00:53.071 and the abilities of boss mobs 10 00:00:53.250 --> 00:00:55.367 We'll use the number of monsters 11 00:00:55.367 --> 00:00:59.731 to find the total defense and HP of the monsters 12 00:01:00.223 --> 00:01:04.203 Monster Abilities and Required Number of Monsters 13 00:01:04.777 --> 00:01:08.000 Finding enemy total defense and HP 14 00:01:09.060 --> 00:01:11.326 There are multiple stages 15 00:01:12.013 --> 00:01:16.504 so let's find their total defense and HP 16 00:01:17.461 --> 00:01:23.189 I'll give you an example of Stage 1 and Stage 4 17 00:01:24.000 --> 00:01:28.062 In Stage 1, the monster information 18 00:01:28.254 --> 00:01:30.009 is 30 normal monsters 19 00:01:30.667 --> 00:01:32.157 the total HP is 60,000 20 00:01:32.907 --> 00:01:34.492 and the playtime is 30 seconds 21 00:01:35.230 --> 00:01:40.560 In Stage 4, the monster information in the stage 22 00:01:40.560 --> 00:01:42.140 s set to 25 normal monsters 23 00:01:42.486 --> 00:01:45.049 the total HP is 120,000 24 00:01:45.455 --> 00:01:48.767 and the play time is 1 minute and 30 seconds 25 00:01:49.779 --> 00:01:53.717 The total HP is higher than Stage 1 26 00:01:54.035 --> 00:01:56.616 The play time is longer than Stage 1 27 00:01:56.761 --> 00:02:00.651 You can set up the remaining stages in this way 28 00:02:01.504 --> 00:02:04.553 Let's start by predicting the gameplay time for each stage 29 00:02:04.553 --> 00:02:08.000 adjusting the number of monsters to match the time 30 00:02:08.516 --> 00:02:12.440 and adjusting the boss's defense 31 00:02:12.440 --> 00:02:16.000 and HP abilities 32 00:02:17.298 --> 00:02:20.000 This is information exploration using 33 00:02:21.057 --> 00:02:24.000 the player's total damage 34 00:02:25.159 --> 00:02:26.990 Several tables appear 35 00:02:28.000 --> 00:02:30.763 including the damage information for ally characters 36 00:02:31.580 --> 00:02:35.558 and then the basic attack damage 37 00:02:36.000 --> 00:02:39.024 and damage per hour 38 00:02:40.390 --> 00:02:42.831 Let's take a look at this 39 00:02:43.624 --> 00:02:46.879 This is part of a table that shows the HP 40 00:02:46.880 --> 00:02:49.654 of one regular monster according to the stage 41 00:02:50.260 --> 00:02:52.661 If you look at the basic attack damage column 42 00:02:53.201 --> 00:02:56.137 there is level, normal 1-hit damage 43 00:02:56.391 --> 00:02:58.551 and 4-hit damage 44 00:02:59.416 --> 00:03:04.229 If you look at the damage per hour table, there is level, damage per minute 45 00:03:04.625 --> 00:03:09.214 DPS including skills, and just DPS 46 00:03:09.560 --> 00:03:14.036 As I mentioned last time, DPS is damage per second 47 00:03:14.045 --> 00:03:15.800 damage per second 48 00:03:16.000 --> 00:03:20.924 So if the levels are 1, 20, 40, 60, 80, and 100 49 00:03:21.488 --> 00:03:26.868 you can get the normal 1-hit and 4-hit damage for each level 50 00:03:27.312 --> 00:03:29.656 Likewise, you can get the damage per hour 51 00:03:29.945 --> 00:03:34.909 for levels 1, 20, 40, 60, 80, and 100, 52 00:03:34.909 --> 00:03:37.395 as well as the damage per minute and the DPS 53 00:03:37.721 --> 00:03:40.523 ncluding skills and the DPS alone 54 00:03:41.032 --> 00:03:43.169 And look at the table below 55 00:03:44.000 --> 00:03:46.117 Then, you can create another table like this 56 00:03:47.133 --> 00:03:49.465 for each stage 57 00:03:50.173 --> 00:03:52.356 Let's take a look at the columns 58 00:03:52.785 --> 00:03:56.000 Stages 1, 2, 3, 4, and 5 have the standard HP 59 00:03:56.000 --> 00:04:00.000 standard defense, damage absorption, damage taken rate 60 00:04:00.000 --> 00:04:02.492 and HP 61 00:04:03.330 --> 00:04:07.066 I explained the damage taken rate last time 62 00:04:08.385 --> 00:04:14.218 I said the damage absorption and taken rate add up to 1 63 00:04:14.223 --> 00:04:16.542 100% 64 00:04:17.909 --> 00:04:22.511 And from stage 1, you need at least four basic attacks 65 00:04:22.828 --> 00:04:25.579 to kill a normal monster 66 00:04:26.023 --> 00:04:28.334 From stage 4, a normal monster 67 00:04:28.676 --> 00:04:32.932 can withstand an ally character for more than 1 second based on level 1 68 00:04:33.659 --> 00:04:36.974 That's because it's calculated as damage per second, including skills 69 00:04:37.470 --> 00:04:40.000 If you look at the damage per minute and HP 70 00:04:40.000 --> 00:04:42.620 you can find out how many monsters are needed 71 00:04:42.911 --> 00:04:47.655 to withstand all the damage per minute through the HP breakdown damage per minute 72 00:04:48.000 --> 00:04:50.847 Player level 1 73 00:04:51.140 --> 00:04:52.867 stages 1, 2, 3, 4, 5 74 00:04:53.098 --> 00:04:55.387 So how many normal attacks can you withstand 75 00:04:55.723 --> 00:04:57.236 how many seconds can you withstand 76 00:04:57.431 --> 00:04:58.875 how many minutes can you withstand? 77 00:04:58.953 --> 00:05:01.196 Damage per minute, the required number of monsters 78 00:05:01.409 --> 00:05:05.731 You can set up columns like this to do secondary calculations 79 00:05:06.295 --> 00:05:09.126 When the player level is 1, try making it like this: 80 00:05:09.432 --> 00:05:12.253 how much damage can you withstand 81 00:05:12.530 --> 00:05:14.610 from basic attacks or damage? 82 00:05:16.343 --> 00:05:21.701 Let's look at the same table and give you additional explanations 83 00:05:22.649 --> 00:05:26.112 From stage 96 to 100 84 00:05:26.797 --> 00:05:29.243 there are basic attacks per normal monster 85 00:05:29.891 --> 00:05:34.226 and later stages like 96 and 98 86 00:05:34.705 --> 00:05:39.484 From stage 96, normal monsters 87 00:05:40.063 --> 00:05:44.184 can withstand friendly characters for more than 10 seconds based on level 100 88 00:05:44.476 --> 00:05:48.443 That's because it's calculated based on damage per second, including skills 89 00:05:49.329 --> 00:05:52.204 From stage 96 to stage 100 90 00:05:52.210 --> 00:05:56.396 if a player wants to play for more than 1 minute, 5 to 6 people 91 00:05:56.396 --> 00:05:58.384 this approach is needed 92 00:05:58.882 --> 00:06:04.317 For example, player level 100, stage 96, 97, 98, 99, 100 93 00:06:04.319 --> 00:06:08.463 The player level goes up like this 94 00:06:09.168 --> 00:06:12.972 so if you think about it 95 00:06:13.272 --> 00:06:16.145 it will grow as the stage goes back 96 00:06:16.284 --> 00:06:20.496 So you calculate it and match it 97 00:06:20.496 --> 00:06:23.352 For example, you set the player 98 00:06:23.551 --> 00:06:26.324 to be level 100 99 00:06:26.477 --> 00:06:28.609 You set it first 100 00:06:28.882 --> 00:06:34.900 If that player level is 100, there will be damage 101 00:06:35.450 --> 00:06:38.856 attack power, HP, and defense values ​​according to player level 100 102 00:06:39.166 --> 00:06:42.220 If you match the ally approach with that 103 00:06:42.530 --> 00:06:44.975 it should be level 100, not level 1 104 00:06:45.112 --> 00:06:47.759 So, the average number of attacks that can be sustained 105 00:06:47.765 --> 00:06:49.246 How many seconds can you sustain 106 00:06:49.943 --> 00:06:51.059 how many minutes 107 00:06:51.059 --> 00:06:52.336 what damage per minute 108 00:06:53.058 --> 00:06:53.841 how many mobs are required 109 00:06:53.841 --> 00:06:58.734 You can calculate the enemy's numbers like this 110 00:06:58.998 --> 00:07:01.933 So, when the player's level is 100 111 00:07:02.881 --> 00:07:05.434 how much damage or basic attacks 112 00:07:05.903 --> 00:07:08.066 can you endure 113 00:07:08.070 --> 00:07:11.740 and if you convert the combined skill and basic attack into DPS 114 00:07:12.000 --> 00:07:15.511 How much can you endure? Calculate these things 115 00:07:17.507 --> 00:07:22.349 Exploring Information Using Player Total Damage 116 00:07:23.025 --> 00:07:27.529 We know how much damage a player can inflict with their basic attack 117 00:07:28.407 --> 00:07:32.543 how much damage per minute, and how much damage they can inflict per second 118 00:07:32.560 --> 00:07:36.698 including their skills, DPS, damage per second, etc. 119 00:07:36.721 --> 00:07:37.933 We already figured it out 120 00:07:38.547 --> 00:07:44.459 Using that information, when you change the defense and HP of a monster 121 00:07:44.757 --> 00:07:47.457 you've already created into HP 122 00:07:47.457 --> 00:07:51.037 I told you last time that defense is converted into HP 123 00:07:51.038 --> 00:07:52.631 I also told you the formula 124 00:07:52.865 --> 00:07:56.000 Depending on the level, you can find out how many basic attack hits they can withstand 125 00:07:56.000 --> 00:07:59.184 how many seconds they can withstand, etc. 126 00:08:00.563 --> 00:08:02.233 Let's continue 127 00:08:02.746 --> 00:08:07.066 Exploring information using player total damage 128 00:08:08.373 --> 00:08:10.339 Player level 1 129 00:08:11.747 --> 00:08:14.837 Let's take a look at the column I mentioned earlier 130 00:08:15.542 --> 00:08:20.719 Stage, number of normal hits they can withstand, how many seconds they can withstand 131 00:08:21.397 --> 00:08:24.971 how many minutes they can withstand, and how many monsters they need for damage per minute 132 00:08:24.971 --> 00:08:26.085 We find it out like this 133 00:08:26.413 --> 00:08:29.330 So, 1 2 3 4 5 and the latter part 134 00:08:30.511 --> 00:08:33.575 96, 97, 98, 99, 100 135 00:08:33.961 --> 00:08:38.955 12345 is the early stage, so it's the player level 1 level value 136 00:08:40.000 --> 00:08:44.000 96, 97, 98, 99, 100 are the later stages 137 00:08:44.000 --> 00:08:46.529 so it's the player level 100 level value 138 00:08:47.177 --> 00:08:48.985 It's like this 139 00:08:49.421 --> 00:08:51.916 So, the number of monsters needed 140 00:08:52.505 --> 00:08:54.567 for damage per minute will be given 141 00:08:54.780 --> 00:08:56.797 The amount of damage per minute, the number of monsters needed 142 00:08:57.075 --> 00:09:00.969 So, how much is needed? 143 00:09:02.264 --> 00:09:07.625 Normal monsters won't fall within four basic attacks 144 00:09:08.789 --> 00:09:12.966 Not all monsters will fall with four basic attacks 145 00:09:12.966 --> 00:09:14.943 If the standard previously set 146 00:09:15.764 --> 00:09:20.921 was that monsters fall with four basic attacks, we should match that 147 00:09:20.924 --> 00:09:23.629 So, when we selected 148 00:09:24.216 --> 00:09:28.000 and calculated it, it didn't match 149 00:09:28.445 --> 00:09:32.492 So, in a certain stage section of a certain level 150 00:09:33.207 --> 00:09:37.431 it can be taken down with fewer basic attacks than four basic attacks 151 00:09:38.955 --> 00:09:42.876 In that way, even if you initially set it 152 00:09:42.876 --> 00:09:45.891 to fall with four basic attacks 153 00:09:47.151 --> 00:09:50.281 you need to balance it again 154 00:09:50.523 --> 00:09:56.000 Previously, you said it falls with four hits in all stages 155 00:09:56.829 --> 00:10:01.578 but you can calculate the number of hits by dividing these by stage 156 00:10:02.185 --> 00:10:08.023 The calculation formula I mentioned earlier is the defense power, defense rate formul 157 00:10:09.760 --> 00:10:14.469 and the amount of damage absorbed is defense power plus defense constant decomposition defense power 158 00:10:14.674 --> 00:10:20.652 I told you the formula that converts defense power into defense rate 159 00:10:21.159 --> 00:10:23.068 Using that 160 00:10:24.139 --> 00:10:25.640 it takes a few hits to fall 161 00:10:25.640 --> 00:10:29.844 This can also be calculated by comparing the enemy's HP to this 162 00:10:30.471 --> 00:10:33.251 So you have to customize 163 00:10:33.666 --> 00:10:38.365 when you do actual balancing from stage 1 to 100 164 00:10:38.846 --> 00:10:43.504 ou have to balance each stage for how many hits it takes 165 00:10:43.510 --> 00:10:46.428 for the trash mobs and boss mobs to fall 166 00:10:46.615 --> 00:10:49.215 So you can just create numbers from 1 to 100 167 00:10:49.216 --> 00:10:51.592 and monitor them 168 00:10:52.000 --> 00:10:56.822 It won't be fun if all the monsters fall within four hits on all stages 169 00:10:56.822 --> 00:10:58.899 so you must consider that 170 00:10:58.899 --> 00:11:02.567 and do detailed balancing in the design 171 00:11:04.423 --> 00:11:06.874 Total enemy defense and HP 172 00:11:07.485 --> 00:11:12.604 First, find the time you think is appropriate for each stage 173 00:11:13.026 --> 00:11:18.196 and second, predict the level of the player character playing each stage 174 00:11:18.196 --> 00:11:20.432 predict it in units of 20 175 00:11:20.618 --> 00:11:24.588 and find the total HP, including the boss 176 00:11:25.327 --> 00:11:28.905 To find the appropriate time for each stage 177 00:11:28.905 --> 00:11:31.258 you must first make a table like this 178 00:11:32.000 --> 00:11:33.948 Stage, standard HP 179 00:11:34.217 --> 00:11:36.599 defense, damage absorption, damage taken rate 180 00:11:36.809 --> 00:11:39.026 The HP of one normal mob 181 00:11:39.026 --> 00:11:44.331 and the average clear time in seconds vary by stage 182 00:11:45.181 --> 00:11:48.391 Set this stage to play for 30 seconds 183 00:11:48.506 --> 00:11:51.858 and increase by 5 seconds as you pass the stage 184 00:11:51.858 --> 00:11:55.309 so that the average clear time for the last stage is 525 seconds 185 00:11:55.310 --> 00:11:58.753 The key is to customize each stage differently like this 186 00:11:58.754 --> 00:11:59.937 They are not all the same 187 00:11:59.937 --> 00:12:03.404 That way, you can control the fun 188 00:12:04.512 --> 00:12:05.927 Secondly 189 00:12:06.120 --> 00:12:10.416 I said that we predicted the level of the player character playing each stage 190 00:12:10.417 --> 00:12:12.435 and did sampling balancing 191 00:12:12.438 --> 00:12:14.478 like 20, 20, 20 192 00:12:14.915 --> 00:12:16.905 If it is from 1 to 100 193 00:12:17.744 --> 00:12:19.882 it would be 1, 20, 40, 60, 80, 100 194 00:12:19.882 --> 00:12:21.592 I said that if you match the middle part like this 195 00:12:21.595 --> 00:12:25.429 you don't need to match the rest from 1 to 100 196 00:12:25.429 --> 00:12:27.330 So, this is sampling balancing 197 00:12:27.552 --> 00:12:29.651 If you just set up the pillars in the middle 198 00:12:29.905 --> 00:12:35.349 it is judged that everything from 1 to 20, from 20 to 40, is correct 199 00:12:35.600 --> 00:12:37.724 Otherwise, it would take too long 200 00:12:38.944 --> 00:12:42.341 For example, when playing stage 2 201 00:12:42.341 --> 00:12:45.024 set the friendly character level to 20 units 202 00:12:45.252 --> 00:12:49.044 and calculate the total HP, including the boss, according to the damage amount 203 00:12:49.533 --> 00:12:52.054 Check the total HP of the monster 204 00:12:52.054 --> 00:12:54.844 including the boss, according to the player level 205 00:12:56.163 --> 00:13:00.000 Third, calculate the total HP 206 00:13:00.502 --> 00:13:05.634 including the boss, and set the number of regular monsters and the defense and HP of the boss according to the playtime 207 00:13:06.155 --> 00:13:11.319 60% of the total time is spent fighting normal monsters 208 00:13:12.000 --> 00:13:18.258 Set the values ​​to fight boss monsters 40% of the time 209 00:13:18.805 --> 00:13:24.396 If you fight normal monsters for n% 210 00:13:24.406 --> 00:13:26.626 of the set gameplay time 211 00:13:27.020 --> 00:13:28.918 and calculate the gameplay time 212 00:13:29.782 --> 00:13:34.442 you can calculate the total required HP, including the boss 213 00:13:35.103 --> 00:13:40.000 Then, add n% of normal monsters 214 00:13:40.000 --> 00:13:42.541 n% of normal monsters' total HP 215 00:13:42.944 --> 00:13:45.616 In this way, you can calculate 216 00:13:45.617 --> 00:13:47.884 the total number of normal monsters 217 00:13:48.000 --> 00:13:51.257 how many there are, and the playtime with normal monsters 218 00:13:51.628 --> 00:13:56.361 So the important thing is that if the total time ends in 3 minutes 219 00:13:56.591 --> 00:14:00.178 if you say that 60% of the total time is spent fighting normal monsters 220 00:14:00.178 --> 00:14:04.922 you can calculate it by setting the DPS standard 221 00:14:04.923 --> 00:14:08.413 to hit and hit according to that time 222 00:14:08.413 --> 00:14:10.665 The important thing here is DPS 223 00:14:11.090 --> 00:14:12.447 It's damage per second 224 00:14:12.447 --> 00:14:16.244 So, since damage is damage per second, the concept of time is included 225 00:14:16.290 --> 00:14:18.858 The concepts of time and damage are combined 226 00:14:19.315 --> 00:14:25.507 And since you set the standard to fight normal monsters for 60% of the total time 227 00:14:25.507 --> 00:14:27.457 60% of 3 minutes 228 00:14:27.681 --> 00:14:32.964 If you do it this way, you will calculate that you must give and receive damage for that time 229 00:14:32.976 --> 00:14:35.349 That is the basis for balancing 230 00:14:35.730 --> 00:14:41.327 Also, if you say that 40% of the total time is spent fighting boss monsters 231 00:14:41.327 --> 00:14:42.362 the rest is easy 232 00:14:42.894 --> 00:14:48.286 The remaining n% will be the boss monster's HP 233 00:14:49.139 --> 00:14:54.106 Set the boss's defense and abilities and save them 234 00:14:54.735 --> 00:14:57.583 You will be able to calculate the time needed to fight the boss 235 00:15:00.086 --> 00:15:02.834 The enemy's total defense and HP 236 00:15:03.468 --> 00:15:07.484 The total HP, including the boss 237 00:15:08.000 --> 00:15:09.125 required for each stage 238 00:15:09.531 --> 00:15:11.416 the number of normal monsters 239 00:15:11.816 --> 00:15:14.225 in order to obtain the boss's HP 240 00:15:14.889 --> 00:15:20.000 the HP of one normal monster on that stage 241 00:15:20.457 --> 00:15:22.091 The set clear time 242 00:15:22.660 --> 00:15:26.313 The player's status when playing that stage 243 00:15:27.027 --> 00:15:28.936 The player's skills 244 00:15:29.304 --> 00:15:31.613 and DPS are required 245 00:15:33.157 --> 00:15:37.307 Let's look closer at the enemy's total defense and HP 246 00:15:37.933 --> 00:15:41.364 Here are three tables 247 00:15:41.365 --> 00:15:42.895 There are three tables 248 00:15:43.441 --> 00:15:46.637 so let's look at each column 249 00:15:49.265 --> 00:15:50.536 The first table 250 00:15:51.504 --> 00:15:56.902 is the average clear time set for the stage you want to play 251 00:15:57.171 --> 00:16:00.673 It calculates the total HP based on that time 252 00:16:01.299 --> 00:16:03.174 If you look at the columns 253 00:16:04.000 --> 00:16:07.416 you can see the stage, standard HP, standard defense 254 00:16:07.710 --> 00:16:12.406 damage absorption, damage taken rate, one normal mob, HP 255 00:16:12.406 --> 00:16:14.094 and average clear time in seconds 256 00:16:14.095 --> 00:16:17.245 It goes like this from stage 1 to 100 257 00:16:17.625 --> 00:16:20.964 So, if you're curious about the HP 258 00:16:20.964 --> 00:16:22.971 of the normal monster on the stage 259 00:16:23.397 --> 00:16:24.530 the monster's defense on the stage 260 00:16:24.530 --> 00:16:25.496 the HP of the monster 261 00:16:25.496 --> 00:16:27.464 and the HP 262 00:16:28.000 --> 00:16:31.521 So, you can write them down, set a standard, and make a table 263 00:16:32.288 --> 00:16:33.267 And the second 264 00:16:34.505 --> 00:16:36.485 Here are two more tables 265 00:16:37.434 --> 00:16:39.296 based on player standards 266 00:16:39.559 --> 00:16:44.936 Above, it was the monster's defense, HP, and HP based on the stage 267 00:16:45.133 --> 00:16:48.467 So now that we've saved the enemy, we need to save the ally 268 00:16:49.003 --> 00:16:51.140 but it's hard to calculate the player level 269 00:16:51.451 --> 00:16:53.909 in units of 1 level when playing 270 00:16:53.910 --> 00:16:58.481 If you do 1 2 3 4 5 6 7 8 9 100, you have to match all 100 271 00:16:58.678 --> 00:16:59.610 That's hard 272 00:16:59.995 --> 00:17:02.557 so it's hard to balance like this 273 00:17:02.558 --> 00:17:03.558 It takes a lot of effort 274 00:17:04.000 --> 00:17:05.007 Instead 275 00:17:05.415 --> 00:17:09.574 we divide it into 20s like this 276 00:17:09.574 --> 00:17:13.468 1 20 40 60 80 100, and do sampling balancing 277 00:17:13.731 --> 00:17:16.935 This way, you only need to match 6 278 00:17:16.942 --> 00:17:19.207 Let's assume that the middle value is correct 279 00:17:19.569 --> 00:17:22.062 So, you just need to match the middle pillars 280 00:17:22.830 --> 00:17:28.396 ou can set it in 1 20 40 60 80 100 units 281 00:17:28.396 --> 00:17:32.141 to get the DPS for damage per second that matches the level 282 00:17:32.428 --> 00:17:36.605 So, let's make two tables 283 00:17:36.605 --> 00:17:40.000 or basic attack damage and damage per hour 284 00:17:40.000 --> 00:17:41.974 related to the player's level when playing 285 00:17:42.670 --> 00:17:46.663 Set the basic and 4-hit damage 286 00:17:46.663 --> 00:17:49.774 for normal attacks according to 287 00:17:50.252 --> 00:17:54.444 levels 1, 20, 40, 60, 80, 100 288 00:17:54.797 --> 00:17:56.842 Make a table, and make another table for damage per hour 289 00:17:57.433 --> 00:17:59.349 You can do damage per hour 290 00:18:00.238 --> 00:18:02.158 y doing things like level damage per minute 291 00:18:02.440 --> 00:18:05.465 DPS including skills, and just DPS 292 00:18:06.308 --> 00:18:09.068 You can make DPS, information about damage per second 293 00:18:09.706 --> 00:18:13.568 including skills that change depending on the player level 294 00:18:15.033 --> 00:18:18.334 So the ultimate goal of making this is to make the DPS of the allies 295 00:18:18.557 --> 00:18:22.889 find the defense, HP, and HP of the enemies' monsters by stage 296 00:18:22.889 --> 00:18:24.360 and compare them to each other 297 00:18:24.839 --> 00:18:29.680 to set how many minutes the game will end 298 00:18:31.936 --> 00:18:34.243 Let's take a look at it in detail 299 00:18:34.244 --> 00:18:35.869 Let's say you play stages 1 and 2 300 00:18:36.410 --> 00:18:40.255 stage 2 at level 1 301 00:18:41.278 --> 00:18:44.906 For each stage, you input the level 302 00:18:44.906 --> 00:18:49.018 at which the player is playing 303 00:18:49.028 --> 00:18:53.752 So, from stages 1 to 100 304 00:18:53.760 --> 00:18:56.403 there are basic columns such as base HP, base defense, damage absorption 305 00:18:56.403 --> 00:18:59.430 damage taken rate, average HP of one normal mob 306 00:18:59.431 --> 00:19:01.285 clear time in seconds, etc. 307 00:19:02.223 --> 00:19:07.069 Add a column called Player Level on the right like this 308 00:19:07.364 --> 00:19:11.031 So Stage 100 is 100, Stage 1 is 1 309 00:19:11.031 --> 00:19:16.567 so enter whatever player level you want 310 00:19:17.168 --> 00:19:21.355 Enter the level at which the player is playing for each stage 311 00:19:21.356 --> 00:19:24.172 and enter the player level in Excel 312 00:19:24.381 --> 00:19:27.551 to make calculations easier through automation later 313 00:19:28.000 --> 00:19:32.841 Let's look at the damage information by level obtained in the last lecture 314 00:19:33.409 --> 00:19:36.694 This is the damage per second at the player level 315 00:19:37.045 --> 00:19:41.217 Player level damage per minute DPS, including skills 316 00:19:41.741 --> 00:19:44.974 DPS damage per second Let's divide it like this 317 00:19:45.700 --> 00:19:50.754 You can make a table like this 318 00:19:50.754 --> 00:19:54.585 damage per minute, DPS including skills, and DPS damage per second 319 00:19:54.585 --> 00:19:57.509 in units 1, 20, 40, 60, 80, 100 320 00:19:57.905 --> 00:20:01.500 If you play at level 1 on stage 2 321 00:20:01.500 --> 00:20:07.074 the player character can inflict 516 damage, including skills per second 322 00:20:09.173 --> 00:20:13.893 You can see that the skill damage that can be given 323 00:20:14.100 --> 00:20:16.842 when the player level is level 1 is 516 324 00:20:17.576 --> 00:20:20.989 This number is not absolute 325 00:20:20.989 --> 00:20:23.226 and will be adjusted to be close to this number 326 00:20:23.226 --> 00:20:25.249 You can think of it as a target number 327 00:20:25.249 --> 00:20:26.619 We set a target number 328 00:20:26.817 --> 00:20:29.939 and adjusted the other balance accordingly 329 00:20:30.815 --> 00:20:34.967 For example, playing Stage 2 330 00:20:35.321 --> 00:20:37.676 Expected playtime 35 seconds 331 00:20:38.068 --> 00:20:39.248 player level 1 332 00:20:39.249 --> 00:20:40.555 DPS skill included 516 333 00:20:40.562 --> 00:20:43.797 35 seconds damage 516 times 35 334 00:20:43.797 --> 00:20:46.461 18057 335 00:20:46.893 --> 00:20:47.893 18057 336 00:20:48.830 --> 00:20:54.389 18,057 will be the total HP of all monsters in this stage 337 00:20:54.389 --> 00:20:58.685 This is because the average clear time is 35 seconds 338 00:20:58.685 --> 00:21:04.245 If the DPS, including the skil 339 00:21:04.245 --> 00:21:07.426 is 516, the basic attack plus skill DPS is 516 340 00:21:08.000 --> 00:21:11.124 and multiply that by the average clear time in seconds 341 00:21:12.000 --> 00:21:14.474 to get the total damage 342 00:21:14.678 --> 00:21:18.701 You can deal 18,057 damage in 35 seconds 343 00:21:18.919 --> 00:21:23.315 the sum of the enemy's HP 344 00:21:23.316 --> 00:21:25.085 and the enemy's HP 345 00:21:25.490 --> 00:21:27.364 But you learned defense 346 00:21:27.364 --> 00:21:31.069 You learned defense to calculate HP, not just HP 347 00:21:31.069 --> 00:21:34.894 and HP that reflects defense last time 348 00:21:35.020 --> 00:21:41.175 and 18,057 is the total HP of all monsters in this stage 349 00:21:42.614 --> 00:21:44.000 Let's take a look again 350 00:21:44.497 --> 00:21:48.525 Stage 3 is 60% battles with regular monsters 351 00:21:49.080 --> 00:21:52.199 40% battles with boss monsters 352 00:21:52.203 --> 00:21:57.110 and 21 seconds out of 35 seconds with regular monsters 353 00:21:57.469 --> 00:22:00.509 If you say 14 seconds out of 35 seconds are battles with boss monsters 354 00:22:00.509 --> 00:22:02.402 you get this table 355 00:22:02.983 --> 00:22:09.889 Then, if you set the normal monster battle ratio to 60%, it will come out like this 356 00:22:09.889 --> 00:22:12.417 So, the damage per hour 357 00:22:12.419 --> 00:22:16.027 and total HP are 15,478 358 00:22:16.362 --> 00:22:17.697 18,057 359 00:22:17.786 --> 00:22:20.004 and 20,637 360 00:22:20.678 --> 00:22:23.405 The average clear time is 30 seconds, 35 seconds, and 40 seconds 361 00:22:23.911 --> 00:22:28.875 and we can also set the normal monster battle ratio 362 00:22:29.619 --> 00:22:35.349 If we multiply the total HP within a stage by the normal monster battle ratio 363 00:22:35.609 --> 00:22:38.036 we get the total HP of normal monsters 364 00:22:38.780 --> 00:22:42.337 If we divide the total HP of normal monsters 365 00:22:42.338 --> 00:22:45.706 by the HP of one normal monster on that stage 366 00:22:45.852 --> 00:22:49.156 we can get the number of normal monsters that enter the stage 367 00:22:49.156 --> 00:22:52.575 The averages are set to 20, 35, and 40 368 00:22:53.448 --> 00:22:57.341 Let's take a look at the number of normal monster 369 00:22:58.331 --> 00:23:00.195 Example of stage 3 370 00:23:00.796 --> 00:23:04.468 Stage standard HP, standard defense, damage absorption, damage taken rate 371 00:23:04.468 --> 00:23:05.969 HP of one normal monster 372 00:23:06.587 --> 00:23:08.445 average clear time in seconds 373 00:23:08.445 --> 00:23:12.997 player level, damage per hour, total HP, normal monster battle rate, etc. 374 00:23:13.990 --> 00:23:16.641 Total HP of normal monsters 375 00:23:18.291 --> 00:23:20.796 And if one normal monster has HP 376 00:23:21.196 --> 00:23:25.092 then one normal monster's HP is divided by the total HP of normal monsters 377 00:23:25.668 --> 00:23:29.506 12382 / 40 378 00:23:29.794 --> 00:23:31.070 Like this 379 00:23:31.629 --> 00:23:34.674 Then, you can get the number of normal monsters 380 00:23:34.834 --> 00:23:37.934 Since you have the total HP of normal monsters 381 00:23:37.934 --> 00:23:40.309 and the HP of one normal monster 382 00:23:41.255 --> 00:23:43.855 if you multiply the HP of one person by the number of monsters 383 00:23:43.855 --> 00:23:45.359 you get the total HP of normal monsters 384 00:23:45.359 --> 00:23:46.699 So you can divide it like that 385 00:23:47.494 --> 00:23:50.780 So, the information for normal monsters in stage 3 386 00:23:51.362 --> 00:23:54.625 is that the number of normal monsters is 26 387 00:23:55.311 --> 00:23:58.600 the total HP of normal monsters is 12,382 388 00:23:59.258 --> 00:24:02.738 and the battle time with normal monsters is 21 seconds 389 00:24:02.741 --> 00:24:04.298 ou can get it like this 390 00:24:05.384 --> 00:24:09.149 It is recommended to adjust the user level playing the stage, the damage per second 391 00:24:09.149 --> 00:24:13.517 and the battle ratio with normal monsters to fine-tune it 392 00:24:13.879 --> 00:24:20.000 to the desired number of normal monsters and time 393 00:24:21.158 --> 00:24:23.439 For example, the first 394 00:24:24.226 --> 00:24:27.434 damage per hour is called HP 395 00:24:27.434 --> 00:24:32.000 Since we calculated that first, if we multiply 20637 by 60, 0.6 396 00:24:32.000 --> 00:24:36.471 we get 12382 397 00:24:36.471 --> 00:24:38.734 so we rounded it up 398 00:24:39.214 --> 00:24:43.246 Then, we can get the total HP of normal monsters 399 00:24:43.622 --> 00:24:45.859 12382 400 00:24:46.865 --> 00:24:51.061 And we already knew that the HP of one normal monster is 483 401 00:24:51.411 --> 00:24:54.570 If we divide it by that, we get the number of normal monsters 402 00:24:54.977 --> 00:25:00.355 Through this, if we calculate it up to stages 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and 100 403 00:25:00.355 --> 00:25:01.745 we can calculate the number of normal monsters in all stages 404 00:25:02.204 --> 00:25:07.233 we can calculate the number of normal monsters in all stages 405 00:25:07.342 --> 00:25:09.265 You can calculate it like this 406 00:25:09.812 --> 00:25:13.541 Monster's Total Defense Rate and HP 407 00:25:14.826 --> 00:25:18.963 Look at the boss' defense rate, HP, and HP 408 00:25:21.285 --> 00:25:24.094 After calculating the number of normal monsters 409 00:25:24.380 --> 00:25:27.185 there will be a remaining HP margin 410 00:25:27.903 --> 00:25:32.201 The HP is the HP of the boss monster within the stage 411 00:25:32.734 --> 00:25:37.559 If it is divided into two types, normal monsters and boss monsters 412 00:25:38.000 --> 00:25:39.177 it will be like that 413 00:25:39.946 --> 00:25:43.250 So, if you look at the existing table for Stage 3 414 00:25:43.797 --> 00:25:46.671 the total HP is 26,037 415 00:25:48.041 --> 00:25:51.021 and the remaining 40% of HP 416 00:25:51.678 --> 00:25:54.921 Then, the boss's HP would be 8,255 417 00:25:55.327 --> 00:25:58.000 This is because the boss monster's battle ratio is 40% 418 00:25:59.345 --> 00:26:03.305 How to calculate the boss monster's defense rate 419 00:26:03.305 --> 00:26:08.185 The roundup function is a function that raises the decimal point 420 00:26:08.323 --> 00:26:09.882 So, it is a roundup 421 00:26:10.985 --> 00:26:13.920 and I told you the cubic equation formula before 422 00:26:14.629 --> 00:26:20.272 So, we use a 2nd or 3rd equation to formulate it 423 00:26:20.552 --> 00:26:24.704 First, copy and pasted the standard defense formula of the normal monster 424 00:26:25.474 --> 00:26:30.000 and after pasting it, I modified the formula and dragged it to formulate it again 425 00:26:30.000 --> 00:26:33.795 This time, I erased the 3rd equation and used a 2nd equation 426 00:26:34.738 --> 00:26:39.389 And the defense is set a little higher than a normal monster's 427 00:26:40.264 --> 00:26:47.125 Using the defense, you can calculate the boss's damage absorption and damage taken rate 428 00:26:47.461 --> 00:26:50.873 This is based on the formula I taught you last time 429 00:26:50.902 --> 00:26:53.641 I wrote it down below, so I'll explain it again 430 00:26:54.512 --> 00:26:58.623 You can get HP by multiplying the HP by the rate of damage taken 431 00:26:59.356 --> 00:27:02.000 Referring to the previous lecture, you can easily understand 432 00:27:02.000 --> 00:27:04.805 the formula for calculating the amount of damage absorbed, the rate of damage taken, and HP 433 00:27:05.279 --> 00:27:10.000 If you know the formula for calculating HP, you can also calculate HP or defense in reverse 434 00:27:10.000 --> 00:27:11.641 I told you last time 435 00:27:11.932 --> 00:27:12.932 Damage absorbed 436 00:27:14.337 --> 00:27:18.258 Boss defense plus defense constant 1,000 times the boss defense 437 00:27:18.258 --> 00:27:19.159 Like this 438 00:27:20.168 --> 00:27:22.807 The damage rate taken is 439 00:27:22.820 --> 00:27:26.000 one minus the amount of boss damage absorbed 440 00:27:26.643 --> 00:27:28.717 Boss pure HP HP 441 00:27:29.677 --> 00:27:31.732 times the rate of damage taken HP 442 00:27:32.856 --> 00:27:38.000 is the HP divided by the rate 443 00:27:38.000 --> 00:27:41.517 So let's calculate the formula before reflecting 444 00:27:41.779 --> 00:27:46.372 the stage boss HP, boss defense, boss damage absorbed, boss damage rate 445 00:27:46.372 --> 00:27:51.401 boss HP, and not just the HP, but pure HP defense 446 00:27:51.720 --> 00:27:54.656 You can calculate it all like this 447 00:27:55.526 --> 00:27:58.000 If you don't remember well, I recommend you refer to 448 00:27:58.000 --> 00:28:00.654 the previous lecture and substitute the formula 449 00:28:01.409 --> 00:28:06.206 We calculated the boss's pure HP like this, but there's a problem 450 00:28:06.699 --> 00:28:09.301 Since we didn't formulate it 451 00:28:09.301 --> 00:28:12.143 the boss's HP goes up and down 452 00:28:14.000 --> 00:28:16.891 By formulating, we will increase it smoothly 453 00:28:16.891 --> 00:28:19.179 like a normal monster's HP 454 00:28:19.179 --> 00:28:22.842 This is because it was made with dummy data 455 00:28:24.004 --> 00:28:28.588 We will change the dummy data into real data using a formula 456 00:28:29.280 --> 00:28:33.845 We will show that the HP increases smoothly by formulating it 457 00:28:34.024 --> 00:28:40.538 but if we do that, the total HP and playtime we calculated earlier may differ 458 00:28:41.388 --> 00:28:43.203 So, when formulating 459 00:28:43.635 --> 00:28:45.693 we proceed with the formula 460 00:28:45.693 --> 00:28:49.951 while thinking about the total HP and playtime to be similar to what we set 461 00:28:49.951 --> 00:28:54.000 and even when formulating, it is important to adjust the formula's values 462 00:28:54.000 --> 00:28:58.000 ​​to match the original standard 463 00:28:59.550 --> 00:29:02.541 Let's also formulate the boss's HP 464 00:29:03.421 --> 00:29:10.141 First, copy and paste the standard HP formula of a normal monster 465 00:29:10.915 --> 00:29:13.378 So, copy and paste it similarly 466 00:29:15.230 --> 00:29:18.000 and make it a cubic equation 467 00:29:18.327 --> 00:29:22.415 For example, since it's a boss, I formulated it a little differently 468 00:29:23.329 --> 00:29:26.000 It's 1.5 times x cubed 469 00:29:26.000 --> 00:29:28.340 plus 15 times x squared 470 00:29:28.749 --> 00:29:31.295 15 times x 471 00:29:31.298 --> 00:29:32.587 plus 7500 472 00:29:32.587 --> 00:29:34.746 x is a value that is 473 00:29:34.747 --> 00:29:37.074 substituted with an integer that increases in order 474 00:29:37.549 --> 00:29:40.857 like 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, which is b18 475 00:29:42.000 --> 00:29:45.030 So, I formulated the boss's HP like this 476 00:29:45.030 --> 00:29:48.333 b18 gets the cell information of b18 477 00:29:48.333 --> 00:29:50.678 and it's entered like b18, 19, 20 478 00:29:50.982 --> 00:29:54.985 like 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 479 00:29:54.985 --> 00:29:59.201 The boss levels are entered as 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 480 00:29:59.884 --> 00:30:05.160 So, after pasting, modify the formula and drag to formulate 481 00:30:06.000 --> 00:30:11.363 So, the boss's HP is formulated to be higher than that of a normal monster 482 00:30:11.878 --> 00:30:13.682 If you enter 7500 483 00:30:14.000 --> 00:30:17.996 at the end of the cubic equation, it starts at 7500 484 00:30:18.765 --> 00:30:22.441 So, it starts like this: 7532 485 00:30:22.450 --> 00:30:25.551 The last value determines the starting value 486 00:30:25.552 --> 00:30:27.421 I told you the cubic equation formula 487 00:30:28.697 --> 00:30:33.252 so after formulating the boss's HP 488 00:30:33.347 --> 00:30:38.838 it becomes 7532, 7602, and 7721 for each stage 489 00:30:39.415 --> 00:30:41.216 Let's look at the remaining values 490 00:30:41.216 --> 00:30:46.487 the amount of boss damage absorbed, the ratio of boss damage received, and the boss HP formula 491 00:30:47.008 --> 00:30:50.361 I formulated and adjusted the boss's HP so that it is higher than 492 00:30:50.361 --> 00:30:53.352 that of a normal monster while increasing gradually 493 00:30:53.352 --> 00:30:56.059 Since it is formulated as a cubic equation 494 00:30:56.296 --> 00:31:03.117 the value corresponds to the cube, square, and x of the cubic equation 495 00:31:03.119 --> 00:31:05.002 Using the last value 496 00:31:05.371 --> 00:31:08.562 you can easily raise and lower the boss's HP 497 00:31:08.927 --> 00:31:12.050 If you look at it, it's 1.5x3 squared 498 00:31:12.051 --> 00:31:13.327 15 times x squared 499 00:31:13.328 --> 00:31:15.559 15x plus 7,500 500 00:31:15.562 --> 00:31:19.300 If you started with around 5,000 501 00:31:19.300 --> 00:31:21.638 you can change it to 5,000 instead of 7,500 502 00:31:21.639 --> 00:31:26.399 and if you're raising it a little higher, you can adjust the formula 503 00:31:26.399 --> 00:31:31.102 by raising or lowering the value of x squared by 1.5 to make it go up or down 504 00:31:31.454 --> 00:31:35.889 and you can adjust the graph higher or lower as you like 505 00:31:36.341 --> 00:31:40.509 We'll check that it goes up gradually through this formula 506 00:31:40.971 --> 00:31:43.213 and check if it matches 507 00:31:43.214 --> 00:31:46.688 the expected play time and the previously set criteria 508 00:31:48.196 --> 00:31:52.291 Let's check the enemy's total HP and defense 509 00:31:52.970 --> 00:31:55.427 How to get the total HP of the stage 510 00:31:55.855 --> 00:32:00.801 Normal monster HP times the number of normal monsters plus boss monster HP 511 00:32:01.501 --> 00:32:06.000 You can get the total HP of the monsters in that stage 512 00:32:06.000 --> 00:32:10.824 by adding the total HP of the normal monsters and the HP of the boss monsters 513 00:32:11.374 --> 00:32:12.803 Let's take a look again 514 00:32:13.080 --> 00:32:16.515 It may be a bit complicated 515 00:32:16.938 --> 00:32:21.385 If you look at it, it's a table that does sampling balancing by stage 516 00:32:22.000 --> 00:32:28.979 1st stage, 20th stage, 40th stage, 60th stage, 80th stage, 100th stage 517 00:32:30.083 --> 00:32:35.443 and the ratio is the ratio of how much battle is done 518 00:32:35.769 --> 00:32:39.071 Boss mobs are 45.5% 519 00:32:39.071 --> 00:32:43.532 Normal monsters are 54.5% 520 00:32:43.532 --> 00:32:47.124 If you do it like this, for 3 minutes 521 00:32:47.124 --> 00:32:50.000 45% of the time, fighting boss mobs 522 00:32:50.227 --> 00:32:54.304 54%, 55% for 3 minutes 523 00:32:54.304 --> 00:32:58.198 and the remaining time fighting normal mobs 524 00:32:58.202 --> 00:33:03.401 You can see the ratio of battle time in green 525 00:33:04.492 --> 00:33:08.889 So you can set these in a table format like this 526 00:33:09.730 --> 00:33:15.036 Then, you will get total HP, boss mobs, normal mobs 527 00:33:15.036 --> 00:33:18.294 and you can also get the number of 528 00:33:18.308 --> 00:33:21.165 normal mobs, the HP of one normal mob 529 00:33:21.757 --> 00:33:29.045 Total HP is the sum of boss and normal mobs' HP 530 00:33:29.045 --> 00:33:32.480 And since the ratio of play time is given 531 00:33:32.480 --> 00:33:35.404 the number of normal mobs will also be given 532 00:33:35.404 --> 00:33:39.039 and since normal mobs have one HP 533 00:33:39.040 --> 00:33:41.131 ince there is only one boss 534 00:33:41.436 --> 00:33:44.092 you can get the HP of the boss 535 00:33:44.092 --> 00:33:47.201 That's why the boss mob is 7,532 536 00:33:47.503 --> 00:33:51.542 and you can also get the HP of one normal mob 537 00:33:53.397 --> 00:33:59.529 So it's good to check the ratio of boss and normal monsters' HP 538 00:34:00.306 --> 00:34:03.658 You should check that it's not too biased 539 00:34:03.673 --> 00:34:06.779 and you can modify it according to the design intention 540 00:34:07.171 --> 00:34:12.543 So, the number of normal monsters is usually between 20 and 35 541 00:34:12.545 --> 00:34:14.606 This varies depending on the game 542 00:34:14.606 --> 00:34:17.082 so you should try setting it once 543 00:34:17.082 --> 00:34:20.230 and playtesting it to see how fun it is 544 00:34:20.401 --> 00:34:21.837 and whether it's not boring 545 00:34:22.000 --> 00:34:24.350 and find the right balance 546 00:34:25.744 --> 00:34:29.506 Let's check the enemy's total HP and defense 547 00:34:30.084 --> 00:34:35.394 The enemy's total HP is pure HP that does not reflect the defense rate 548 00:34:35.839 --> 00:34:37.666 As I said earlier 549 00:34:38.000 --> 00:34:42.210 1 stage, 20 stages, 40 stages, 60 stages, 80 stages, and 100 stages 550 00:34:42.210 --> 00:34:44.802 We sampled like this 551 00:34:44.980 --> 00:34:47.208 We assume that the remaining median values ​​are correct 552 00:34:47.709 --> 00:34:50.926 So, enemy total HP 553 00:34:50.927 --> 00:34:51.927 normal mob HP 554 00:34:51.927 --> 00:34:55.866 and boss mob HP, we divide it like this 555 00:34:56.042 --> 00:35:01.590 The enemy total HP is the normal mob HP plus the boss mob HP 556 00:35:02.730 --> 00:35:09.291 Check the enemy's total HP and defense in a table and graph 557 00:35:10.000 --> 00:35:12.899 We do sampling balancing in the same way 558 00:35:13.622 --> 00:35:21.205 We sample 1 stage, 20 stages, 40 stages, 60 stages, 80 stages, and 100 stages 559 00:35:21.205 --> 00:35:22.641 and create a table 560 00:35:23.315 --> 00:35:26.381 We're going to create three tablesf 561 00:35:26.381 --> 00:35:28.966 Regular mobs, boss mobs, and total totals 562 00:35:29.588 --> 00:35:32.702 If you look at the columns for regular mobs 563 00:35:32.916 --> 00:35:36.690 they're listed as stages 1, 20, 40, 60, 80, and 100 564 00:35:36.925 --> 00:35:42.273 If you look at the values, you can calculate things like defense 565 00:35:42.512 --> 00:35:47.523 damage absorption rate, damage taken rate, number of regular mobs, and regular mob defense 566 00:35:47.857 --> 00:35:54.000 Boss mobs are one in number, so there is no such thing as a normal mob number 567 00:35:54.000 --> 00:35:56.847 So there is only defense, damage absorption rate, and damage taken rate 568 00:35:57.569 --> 00:36:01.576 Also, if you do a full calculation, you can get the total normal mob defense 569 00:36:01.809 --> 00:36:04.567 boss defense, and total defense 570 00:36:05.072 --> 00:36:08.660 Please note that these are calculated as percentages 571 00:36:10.420 --> 00:36:14.000 if you add the damage absorption rate and damage taken rate 572 00:36:14.220 --> 00:36:17.389 it becomes 100%, 1 573 00:36:18.322 --> 00:36:21.095 Damage absorption rate and damage taken rate 574 00:36:21.095 --> 00:36:23.026 The damage absorption rate is a shield 575 00:36:24.532 --> 00:36:28.107 The damage absorption rate is defense plus defense constant decomposition defense 576 00:36:28.107 --> 00:36:30.909 The defense constant is said to use a value of 1,000 to 5,000 577 00:36:30.909 --> 00:36:35.852 If it is 4%, it means that when damage comes in, 4% of it is blocked by the shield 578 00:36:36.108 --> 00:36:40.253 Then, the remaining 96% is damage taken 579 00:36:40.655 --> 00:36:43.938 So now, if we express defense and defense rate in a graph 580 00:36:44.186 --> 00:36:48.175 it will have an increasing value 581 00:36:48.573 --> 00:36:51.656 1st stage, 20th stage, 40th stage, 60, 80, 100 582 00:36:51.656 --> 00:36:57.515 Look at the bar graph and line graph components like this 583 00:36:57.616 --> 00:37:02.185 You can see the values ​​and ratios that increase sequentially by comparing the two 584 00:37:02.185 --> 00:37:06.622 such as the bar graph, normal mob damage absorption rate, boss mob damage absorption rate 585 00:37:07.120 --> 00:37:12.076 normal mob defense, and boss mob defense 586 00:37:14.263 --> 00:37:20.416 Let's look at the total HP reflected by the defense rate 587 00:37:20.623 --> 00:37:26.308 Suppose you previously calculated the pure HP before reflecting the pure HP, defense 588 00:37:26.615 --> 00:37:28.816 and defense rate formulas this time 589 00:37:29.339 --> 00:37:32.266 In that case, you will convert the HP 590 00:37:32.676 --> 00:37:38.000 and defense into the defense rate to calculate the real HP 591 00:37:38.000 --> 00:37:40.660 Then, if you compare this with 592 00:37:40.660 --> 00:37:43.055 the attack power and DPS 593 00:37:43.519 --> 00:37:46.803 you can accurately calculate how long you can last when the game ends in a few minutes 594 00:37:46.806 --> 00:37:48.663 Calculating it with the existing HP 595 00:37:48.663 --> 00:37:50.677 is not an accurate value 596 00:37:51.036 --> 00:37:54.210 because the defense is not reflected 597 00:37:54.210 --> 00:37:59.745 However, if you apply the HP formula using the defense and defense rate formula 598 00:37:59.950 --> 00:38:05.610 you have to compare the HP with the DPS to get an accurate value 599 00:38:06.000 --> 00:38:08.770 So, we do the same sampling balancing 600 00:38:09.591 --> 00:38:14.000 Stage 1, Stage 20, Stage 40, Stage 60, Stage 80 601 00:38:14.000 --> 00:38:15.555 and Stage 100 602 00:38:15.980 --> 00:38:17.802 and the ratio of the boss mob to the normal mob 603 00:38:17.802 --> 00:38:21.480 is the ratio of the battle time 604 00:38:21.776 --> 00:38:28.349 There will be a total battle time, whether the battle is 1 minute or 3 minutes 605 00:38:28.435 --> 00:38:32.227 The ratio is how much battle time there is 606 00:38:32.910 --> 00:38:35.327 Then, depending on the ratio of the battle time 607 00:38:36.000 --> 00:38:39.472 you can divide the total HP into boss mobs and normal mobs 608 00:38:39.764 --> 00:38:42.804 The battle time is ultimately the same as the ratio of HP 609 00:38:44.141 --> 00:38:50.000 And according to that, the number of normal monsters and the HP of one normal mob can come out 610 00:38:50.259 --> 00:38:55.000 Divide these into 1, 20, 40, 60, 80, and 100 stages 611 00:38:55.495 --> 00:38:56.815 and make a graph 612 00:38:57.360 --> 00:38:59.720 to compare the ratio of battle time and total HP 613 00:38:59.720 --> 00:39:03.546 boss mobs, normal mobs, number of normal mobs, and HP of one normal mob 614 00:39:03.550 --> 00:39:06.781 to monitor the overall value 615 00:39:07.944 --> 00:39:11.226 You can do this by making it appropriate and monitoring it 616 00:39:12.730 --> 00:39:16.440 Check enemy total HP and defense 617 00:39:17.073 --> 00:39:22.642 Now, the time to endure from the player in 10-stage units 618 00:39:22.721 --> 00:39:24.101 is the expected clear time 619 00:39:24.103 --> 00:39:27.064 If you compare HP to DPS 620 00:39:27.301 --> 00:39:31.338 and melt this HP into DPS, it means how many minutes it takes 621 00:39:31.873 --> 00:39:36.273 You need to check if this is similar to the clear time we set 622 00:39:36.745 --> 00:39:39.260 Since we formulated the HP of the boss monster 623 00:39:39.371 --> 00:39:43.000 it automatically went up through the existing graph 624 00:39:43.000 --> 00:39:44.851 Since we put it up automatically 625 00:39:45.009 --> 00:39:46.893 The thing we set first 626 00:39:47.150 --> 00:39:49.363 I want the game to end in such minute 627 00:39:49.367 --> 00:39:51.220 I want it to die after how many hits 628 00:39:51.221 --> 00:39:54.523 You need to check it with table 629 00:39:54.524 --> 00:39:57.156 by stage 630 00:39:57.156 --> 00:40:01.000 If it's not right, you'll have to change the formula 631 00:40:01.000 --> 00:40:02.620 or adjust the numbers 632 00:40:03.462 --> 00:40:07.082 There's also an expected player level for each stage 633 00:40:07.082 --> 00:40:08.108 You have to write down the level 634 00:40:08.297 --> 00:40:11.063 Then, the attack power and HP will change depending on the level 635 00:40:11.268 --> 00:40:13.000 The playtime will also change accordingly 636 00:40:13.643 --> 00:40:17.629 There will also be damage 637 00:40:18.000 --> 00:40:21.693 per minute and damage per second 638 00:40:22.294 --> 00:40:27.000 1, 10, 20, 30, 40, 50, 60, 70, 80, 90 for each stage 639 00:40:27.000 --> 00:40:30.890 You can match the player level to this 640 00:40:32.816 --> 00:40:35.583 Check the enemy's total HP and defense 641 00:40:36.409 --> 00:40:42.167 You can check the basic attack and time that a normal monster 642 00:40:42.584 --> 00:40:47.000 can withstand for each stage in seconds 643 00:40:47.494 --> 00:40:50.571 You can also check the boss in the same way 644 00:40:50.997 --> 00:40:54.313 Divide the player's damage per second by the total HP 645 00:40:54.580 --> 00:40:58.782 and multiply by 60 to check the expected clear time 646 00:40:59.336 --> 00:41:01.671 Let's take a look at the entire table 647 00:41:02.454 --> 00:41:05.145 Stages are columns 648 00:41:05.394 --> 00:41:08.754 1, 10, 20, 30, 40, 50, 60, 70, 80, and 90 times 649 00:41:09.138 --> 00:41:11.594 and player levels are similarly matched 650 00:41:12.000 --> 00:41:16.000 1, 1, 20, 40, 40, 60, 60, 80, 80, 100, 100 651 00:41:16.000 --> 00:41:17.510 I matched them similarly 652 00:41:18.054 --> 00:41:20.860 And the number of normal attacks that one normal monster can endure 653 00:41:21.190 --> 00:41:23.449 the time in seconds that one normal monster can endure 654 00:41:23.450 --> 00:41:25.445 the time in seconds that all normal monsters can endure 655 00:41:25.706 --> 00:41:27.378 the time in seconds that the boss can endure 656 00:41:27.671 --> 00:41:30.468 the total HP can endure for how many minutes 657 00:41:30.880 --> 00:41:33.278 the total HP can endure for how many minutes 658 00:41:33.278 --> 00:41:34.950 like this 659 00:41:37.081 --> 00:41:39.565 try to extract all the values 660 00:41:39.980 --> 00:41:42.945 If the expected clear time you want 661 00:41:43.149 --> 00:41:45.191 or the intended value does not come out 662 00:41:45.356 --> 00:41:48.000 you need to refer to the data 663 00:41:48.000 --> 00:41:51.767 and adjust the player DPS, number of monsters, defense, etc. 664 00:41:51.767 --> 00:41:55.303 to get the target value and clear time you want 665 00:41:55.303 --> 00:41:58.000 But rather than forcing it, you should think about 666 00:41:58.430 --> 00:42:01.000 the prediction range, minimum, and maximum values 667 00:42:01.000 --> 00:42:04.000 This value should not be exceeded as much as possible 668 00:42:04.000 --> 00:42:06.590 You can adjust this flexibly 669 00:42:06.590 --> 00:42:09.282 and do it with your senses 670 00:42:09.282 --> 00:42:10.986 So you should set a standard to some extent 671 00:42:11.489 --> 00:42:12.569 and say 672 00:42:12.570 --> 00:42:15.779 This is the standard, and if it is within this standard, it is okay 673 00:42:15.779 --> 00:42:16.883 You should say that 674 00:42:17.403 --> 00:42:21.508 The clear time of the backstage that we initially set 675 00:42:22.239 --> 00:42:23.638 was 525 seconds 676 00:42:24.197 --> 00:42:27.106 Since the clear time is 524 seconds, an approximate value 677 00:42:27.349 --> 00:42:31.347 we can confirm that the formula with the boss' HP was good in this case 678 00:42:31.736 --> 00:42:35.998 This concludes the lecture on calculating enemy defense and HP in great detail 679 00:42:35.998 --> 00:42:38.943 and adjusting the balance 680 00:42:40.000 --> 00:42:42.258 This lecture ends here 681 00:42:42.258 --> 00:42:44.131 Thank you for your hard work 682 00:42:44.132 --> 00:42:44.765 Thank you 683 00:42:45.348 --> 00:42:46.279 Monster Abilities and Number of Monsters Required Exploring Information Using Player Total Damage If a player knows how much damage a basic attack does, how much damage can be given per minute 684 00:42:46.279 --> 00:42:47.239 or how much damage per second, including skills, they can use the information to find out how many basic attacks a monster can withstand, how many seconds it can withstand, etc. 685 00:42:47.239 --> 00:42:48.141 when the defense and HP of the monster they created as basic are converted to HP, depending on the level 686 00:42:48.141 --> 00:42:49.208 Enemy's total defense and HP 1. Find the time you think is appropriate for each stage 2. Predict the level of the player character playing each stage and calculate the total HP required 687 00:42:49.208 --> 00:42:50.205 including the boss, in units of 20 3. Find the total HP, including the boss, and set the number of normal monsters and the defense and HP of the boss according to the playtime 688 00:42:50.205 --> 00:42:51.193 To calculate the total HP, including the boss, the number of normal monsters required for each stage, and the HP of the boss, you need the HP of one normal monster in the stage, the set clear time 689 00:42:51.193 --> 00:42:52.188 the player's status when playing the stage, and the player's skill including DPS 690 00:42:52.188 --> 00:42:55.837 Number of Normal Monsters If you multiply the total HP of the stage by the normal monster battle ratio, you get the total HP of the normal monsters 691 00:42:55.837 --> 00:42:59.159 If you divide the total HP of the normal monsters by the HP of one normal monster on the stage, you get the number of normal monsters that enter the stage (set between 20 and 35 on average) 692 00:42:59.159 --> 00:43:00.254 Monster's Total Defense Rate and HP Boss' defense and HP, HP After calculating the number of normal monsters, HP remains 693 00:43:00.254 --> 00:43:01.146 The HP is the HP of the boss monster within the stage You can calculate the amount of damage absorbed by the boss and the rate at which the boss takes damage using the defense 694 00:43:01.146 --> 00:43:01.883 You can calculate the HP if you multiply the HP by the rate at which the boss takes damage 695 00:43:01.891 --> 00:43:02.569 Check Enemy Total Health and Defense How to calculate stage total HP = ((normal monster HP x number of normal monsters) + boss monster HP) 696 00:43:02.569 --> 00:43:03.064 Check if the time to endure from the player (expected clear time) is similar to the clear time we set (because we formulated the boss monster's HP) 697 00:43:03.064 --> 00:43:04.033 There is an expected player level for each stage, and there is a damage per minute and per second that the player can give based on that level 698 00:43:04.033 --> 00:43:05.231 You can check the basic attack and endurance time of one normal monster for each stage in seconds (you can also check the boss in the same way)