Game Advanced Practice of Enemy Defense and Health Calculation and Balance Adjustment
GCC Academy
Hello everyone
This is Park Hyung-seon from Action RPG Balance Game Planning
I will discuss improving enemy defense and HP and adjusting the balance this time
In the last lecture, we decided on the level of strength of friendly characters and the amount of damage they can inflict per minute
This time, we'll set how many monsters can withstand
how many normal monsters are needed
and the abilities of boss mobs
We'll use the number of monsters
to find the total defense and HP of the monsters
Monster Abilities and Required Number of Monsters
Finding enemy total defense and HP
There are multiple stages
so let's find their total defense and HP
I'll give you an example of Stage 1 and Stage 4
In Stage 1, the monster information
is 30 normal monsters
the total HP is 60,000
and the playtime is 30 seconds
In Stage 4, the monster information in the stage
s set to 25 normal monsters
the total HP is 120,000
and the play time is 1 minute and 30 seconds
The total HP is higher than Stage 1
The play time is longer than Stage 1
You can set up the remaining stages in this way
Let's start by predicting the gameplay time for each stage
adjusting the number of monsters to match the time
and adjusting the boss's defense
and HP abilities
This is information exploration using
the player's total damage
Several tables appear
including the damage information for ally characters
and then the basic attack damage
and damage per hour
Let's take a look at this
This is part of a table that shows the HP
of one regular monster according to the stage
If you look at the basic attack damage column
there is level, normal 1-hit damage
and 4-hit damage
If you look at the damage per hour table, there is level, damage per minute
DPS including skills, and just DPS
As I mentioned last time, DPS is damage per second
damage per second
So if the levels are 1, 20, 40, 60, 80, and 100
you can get the normal 1-hit and 4-hit damage for each level
Likewise, you can get the damage per hour
for levels 1, 20, 40, 60, 80, and 100,
as well as the damage per minute and the DPS
ncluding skills and the DPS alone
And look at the table below
Then, you can create another table like this
for each stage
Let's take a look at the columns
Stages 1, 2, 3, 4, and 5 have the standard HP
standard defense, damage absorption, damage taken rate
and HP
I explained the damage taken rate last time
I said the damage absorption and taken rate add up to 1
100%
And from stage 1, you need at least four basic attacks
to kill a normal monster
From stage 4, a normal monster
can withstand an ally character for more than 1 second based on level 1
That's because it's calculated as damage per second, including skills
If you look at the damage per minute and HP
you can find out how many monsters are needed
to withstand all the damage per minute through the HP breakdown damage per minute
Player level 1
stages 1, 2, 3, 4, 5
So how many normal attacks can you withstand
how many seconds can you withstand
how many minutes can you withstand?
Damage per minute, the required number of monsters
You can set up columns like this to do secondary calculations
When the player level is 1, try making it like this:
how much damage can you withstand
from basic attacks or damage?
Let's look at the same table and give you additional explanations
From stage 96 to 100
there are basic attacks per normal monster
and later stages like 96 and 98
From stage 96, normal monsters
can withstand friendly characters for more than 10 seconds based on level 100
That's because it's calculated based on damage per second, including skills
From stage 96 to stage 100
if a player wants to play for more than 1 minute, 5 to 6 people
this approach is needed
For example, player level 100, stage 96, 97, 98, 99, 100
The player level goes up like this
so if you think about it
it will grow as the stage goes back
So you calculate it and match it
For example, you set the player
to be level 100
You set it first
If that player level is 100, there will be damage
attack power, HP, and defense values ​​according to player level 100
If you match the ally approach with that
it should be level 100, not level 1
So, the average number of attacks that can be sustained
How many seconds can you sustain
how many minutes
what damage per minute
how many mobs are required
You can calculate the enemy's numbers like this
So, when the player's level is 100
how much damage or basic attacks
can you endure
and if you convert the combined skill and basic attack into DPS
How much can you endure? Calculate these things
Exploring Information Using Player Total Damage
We know how much damage a player can inflict with their basic attack
how much damage per minute, and how much damage they can inflict per second
including their skills, DPS, damage per second, etc.
We already figured it out
Using that information, when you change the defense and HP of a monster
you've already created into HP
I told you last time that defense is converted into HP
I also told you the formula
Depending on the level, you can find out how many basic attack hits they can withstand
how many seconds they can withstand, etc.
Let's continue
Exploring information using player total damage
Player level 1
Let's take a look at the column I mentioned earlier
Stage, number of normal hits they can withstand, how many seconds they can withstand
how many minutes they can withstand, and how many monsters they need for damage per minute
We find it out like this
So, 1 2 3 4 5 and the latter part
96, 97, 98, 99, 100
12345 is the early stage, so it's the player level 1 level value
96, 97, 98, 99, 100 are the later stages
so it's the player level 100 level value
It's like this
So, the number of monsters needed
for damage per minute will be given
The amount of damage per minute, the number of monsters needed
So, how much is needed?
Normal monsters won't fall within four basic attacks
Not all monsters will fall with four basic attacks
If the standard previously set
was that monsters fall with four basic attacks, we should match that
So, when we selected
and calculated it, it didn't match
So, in a certain stage section of a certain level
it can be taken down with fewer basic attacks than four basic attacks
In that way, even if you initially set it
to fall with four basic attacks
you need to balance it again
Previously, you said it falls with four hits in all stages
but you can calculate the number of hits by dividing these by stage
The calculation formula I mentioned earlier is the defense power, defense rate formul
and the amount of damage absorbed is defense power plus defense constant decomposition defense power
I told you the formula that converts defense power into defense rate
Using that
it takes a few hits to fall
This can also be calculated by comparing the enemy's HP to this
So you have to customize
when you do actual balancing from stage 1 to 100
ou have to balance each stage for how many hits it takes
for the trash mobs and boss mobs to fall
So you can just create numbers from 1 to 100
and monitor them
It won't be fun if all the monsters fall within four hits on all stages
so you must consider that
and do detailed balancing in the design
Total enemy defense and HP
First, find the time you think is appropriate for each stage
and second, predict the level of the player character playing each stage
predict it in units of 20
and find the total HP, including the boss
To find the appropriate time for each stage
you must first make a table like this
Stage, standard HP
defense, damage absorption, damage taken rate
The HP of one normal mob
and the average clear time in seconds vary by stage
Set this stage to play for 30 seconds
and increase by 5 seconds as you pass the stage
so that the average clear time for the last stage is 525 seconds
The key is to customize each stage differently like this
They are not all the same
That way, you can control the fun
Secondly
I said that we predicted the level of the player character playing each stage
and did sampling balancing
like 20, 20, 20
If it is from 1 to 100
it would be 1, 20, 40, 60, 80, 100
I said that if you match the middle part like this
you don't need to match the rest from 1 to 100
So, this is sampling balancing
If you just set up the pillars in the middle
it is judged that everything from 1 to 20, from 20 to 40, is correct
Otherwise, it would take too long
For example, when playing stage 2
set the friendly character level to 20 units
and calculate the total HP, including the boss, according to the damage amount
Check the total HP of the monster
including the boss, according to the player level
Third, calculate the total HP
including the boss, and set the number of regular monsters and the defense and HP of the boss according to the playtime
60% of the total time is spent fighting normal monsters
Set the values ​​to fight boss monsters 40% of the time
If you fight normal monsters for n%
of the set gameplay time
and calculate the gameplay time
you can calculate the total required HP, including the boss
Then, add n% of normal monsters
n% of normal monsters' total HP
In this way, you can calculate
the total number of normal monsters
how many there are, and the playtime with normal monsters
So the important thing is that if the total time ends in 3 minutes
if you say that 60% of the total time is spent fighting normal monsters
you can calculate it by setting the DPS standard
to hit and hit according to that time
The important thing here is DPS
It's damage per second
So, since damage is damage per second, the concept of time is included
The concepts of time and damage are combined
And since you set the standard to fight normal monsters for 60% of the total time
60% of 3 minutes
If you do it this way, you will calculate that you must give and receive damage for that time
That is the basis for balancing
Also, if you say that 40% of the total time is spent fighting boss monsters
the rest is easy
The remaining n% will be the boss monster's HP
Set the boss's defense and abilities and save them
You will be able to calculate the time needed to fight the boss
The enemy's total defense and HP
The total HP, including the boss
required for each stage
the number of normal monsters
in order to obtain the boss's HP
the HP of one normal monster on that stage
The set clear time
The player's status when playing that stage
The player's skills
and DPS are required
Let's look closer at the enemy's total defense and HP
Here are three tables
There are three tables
so let's look at each column
The first table
is the average clear time set for the stage you want to play
It calculates the total HP based on that time
If you look at the columns
you can see the stage, standard HP, standard defense
damage absorption, damage taken rate, one normal mob, HP
and average clear time in seconds
It goes like this from stage 1 to 100
So, if you're curious about the HP
of the normal monster on the stage
the monster's defense on the stage
the HP of the monster
and the HP
So, you can write them down, set a standard, and make a table
And the second
Here are two more tables
based on player standards
Above, it was the monster's defense, HP, and HP based on the stage
So now that we've saved the enemy, we need to save the ally
but it's hard to calculate the player level
in units of 1 level when playing
If you do 1 2 3 4 5 6 7 8 9 100, you have to match all 100
That's hard
so it's hard to balance like this
It takes a lot of effort
Instead
we divide it into 20s like this
1 20 40 60 80 100, and do sampling balancing
This way, you only need to match 6
Let's assume that the middle value is correct
So, you just need to match the middle pillars
ou can set it in 1 20 40 60 80 100 units
to get the DPS for damage per second that matches the level
So, let's make two tables
or basic attack damage and damage per hour
related to the player's level when playing
Set the basic and 4-hit damage
for normal attacks according to
levels 1, 20, 40, 60, 80, 100
Make a table, and make another table for damage per hour
You can do damage per hour
y doing things like level damage per minute
DPS including skills, and just DPS
You can make DPS, information about damage per second
including skills that change depending on the player level
So the ultimate goal of making this is to make the DPS of the allies
find the defense, HP, and HP of the enemies' monsters by stage
and compare them to each other
to set how many minutes the game will end
Let's take a look at it in detail
Let's say you play stages 1 and 2
stage 2 at level 1
For each stage, you input the level
at which the player is playing
So, from stages 1 to 100
there are basic columns such as base HP, base defense, damage absorption
damage taken rate, average HP of one normal mob
clear time in seconds, etc.
Add a column called Player Level on the right like this
So Stage 100 is 100, Stage 1 is 1
so enter whatever player level you want
Enter the level at which the player is playing for each stage
and enter the player level in Excel
to make calculations easier through automation later
Let's look at the damage information by level obtained in the last lecture
This is the damage per second at the player level
Player level damage per minute DPS, including skills
DPS damage per second Let's divide it like this
You can make a table like this
damage per minute, DPS including skills, and DPS damage per second
in units 1, 20, 40, 60, 80, 100
If you play at level 1 on stage 2
the player character can inflict 516 damage, including skills per second
You can see that the skill damage that can be given
when the player level is level 1 is 516
This number is not absolute
and will be adjusted to be close to this number
You can think of it as a target number
We set a target number
and adjusted the other balance accordingly
For example, playing Stage 2
Expected playtime 35 seconds
player level 1
DPS skill included 516
35 seconds damage 516 times 35
18057
18,057 will be the total HP of all monsters in this stage
This is because the average clear time is 35 seconds
If the DPS, including the skil
is 516, the basic attack plus skill DPS is 516
and multiply that by the average clear time in seconds
to get the total damage
You can deal 18,057 damage in 35 seconds
the sum of the enemy's HP
and the enemy's HP
But you learned defense
You learned defense to calculate HP, not just HP
and HP that reflects defense last time
and 18,057 is the total HP of all monsters in this stage
Let's take a look again
Stage 3 is 60% battles with regular monsters
40% battles with boss monsters
and 21 seconds out of 35 seconds with regular monsters
If you say 14 seconds out of 35 seconds are battles with boss monsters
you get this table
Then, if you set the normal monster battle ratio to 60%, it will come out like this
So, the damage per hour
and total HP are 15,478
18,057
and 20,637
The average clear time is 30 seconds, 35 seconds, and 40 seconds
and we can also set the normal monster battle ratio
If we multiply the total HP within a stage by the normal monster battle ratio
we get the total HP of normal monsters
If we divide the total HP of normal monsters
by the HP of one normal monster on that stage
we can get the number of normal monsters that enter the stage
The averages are set to 20, 35, and 40
Let's take a look at the number of normal monster
Example of stage 3
Stage standard HP, standard defense, damage absorption, damage taken rate
HP of one normal monster
average clear time in seconds
player level, damage per hour, total HP, normal monster battle rate, etc.
Total HP of normal monsters
And if one normal monster has HP
then one normal monster's HP is divided by the total HP of normal monsters
12382 / 40
Like this
Then, you can get the number of normal monsters
Since you have the total HP of normal monsters
and the HP of one normal monster
if you multiply the HP of one person by the number of monsters
you get the total HP of normal monsters
So you can divide it like that
So, the information for normal monsters in stage 3
is that the number of normal monsters is 26
the total HP of normal monsters is 12,382
and the battle time with normal monsters is 21 seconds
ou can get it like this
It is recommended to adjust the user level playing the stage, the damage per second
and the battle ratio with normal monsters to fine-tune it
to the desired number of normal monsters and time
For example, the first
damage per hour is called HP
Since we calculated that first, if we multiply 20637 by 60, 0.6
we get 12382
so we rounded it up
Then, we can get the total HP of normal monsters
12382
And we already knew that the HP of one normal monster is 483
If we divide it by that, we get the number of normal monsters
Through this, if we calculate it up to stages 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and 100
we can calculate the number of normal monsters in all stages
You can calculate it like this
Monster's Total Defense Rate and HP
Look at the boss' defense rate, HP, and HP
After calculating the number of normal monsters
there will be a remaining HP margin
The HP is the HP of the boss monster within the stage
If it is divided into two types, normal monsters and boss monsters
it will be like that
So, if you look at the existing table for Stage 3
the total HP is 26,037
and the remaining 40% of HP
Then, the boss's HP would be 8,255
This is because the boss monster's battle ratio is 40%
How to calculate the boss monster's defense rate
The roundup function is a function that raises the decimal point
So, it is a roundup
and I told you the cubic equation formula before
So, we use a 2nd or 3rd equation to formulate it
First, copy and pasted the standard defense formula of the normal monster
and after pasting it, I modified the formula and dragged it to formulate it again
This time, I erased the 3rd equation and used a 2nd equation
And the defense is set a little higher than a normal monster's
Using the defense, you can calculate the boss's damage absorption and damage taken rate
This is based on the formula I taught you last time
I wrote it down below, so I'll explain it again
You can get HP by multiplying the HP by the rate of damage taken
Referring to the previous lecture, you can easily understand
the formula for calculating the amount of damage absorbed, the rate of damage taken, and HP
If you know the formula for calculating HP, you can also calculate HP or defense in reverse
I told you last time
Damage absorbed
Boss defense plus defense constant 1,000 times the boss defense
Like this
The damage rate taken is
one minus the amount of boss damage absorbed
Boss pure HP HP
times the rate of damage taken HP
is the HP divided by the rate
So let's calculate the formula before reflecting
the stage boss HP, boss defense, boss damage absorbed, boss damage rate
boss HP, and not just the HP, but pure HP defense
You can calculate it all like this
If you don't remember well, I recommend you refer to
the previous lecture and substitute the formula
We calculated the boss's pure HP like this, but there's a problem
Since we didn't formulate it
the boss's HP goes up and down
By formulating, we will increase it smoothly
like a normal monster's HP
This is because it was made with dummy data
We will change the dummy data into real data using a formula
We will show that the HP increases smoothly by formulating it
but if we do that, the total HP and playtime we calculated earlier may differ
So, when formulating
we proceed with the formula
while thinking about the total HP and playtime to be similar to what we set
and even when formulating, it is important to adjust the formula's values
​​to match the original standard
Let's also formulate the boss's HP
First, copy and paste the standard HP formula of a normal monster
So, copy and paste it similarly
and make it a cubic equation
For example, since it's a boss, I formulated it a little differently
It's 1.5 times x cubed
plus 15 times x squared
15 times x
plus 7500
x is a value that is
substituted with an integer that increases in order
like 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, which is b18
So, I formulated the boss's HP like this
b18 gets the cell information of b18
and it's entered like b18, 19, 20
like 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
The boss levels are entered as 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
So, after pasting, modify the formula and drag to formulate
So, the boss's HP is formulated to be higher than that of a normal monster
If you enter 7500
at the end of the cubic equation, it starts at 7500
So, it starts like this: 7532
The last value determines the starting value
I told you the cubic equation formula
so after formulating the boss's HP
it becomes 7532, 7602, and 7721 for each stage
Let's look at the remaining values
the amount of boss damage absorbed, the ratio of boss damage received, and the boss HP formula
I formulated and adjusted the boss's HP so that it is higher than
that of a normal monster while increasing gradually
Since it is formulated as a cubic equation
the value corresponds to the cube, square, and x of the cubic equation
Using the last value
you can easily raise and lower the boss's HP
If you look at it, it's 1.5x3 squared
15 times x squared
15x plus 7,500
If you started with around 5,000
you can change it to 5,000 instead of 7,500
and if you're raising it a little higher, you can adjust the formula
by raising or lowering the value of x squared by 1.5 to make it go up or down
and you can adjust the graph higher or lower as you like
We'll check that it goes up gradually through this formula
and check if it matches
the expected play time and the previously set criteria
Let's check the enemy's total HP and defense
How to get the total HP of the stage
Normal monster HP times the number of normal monsters plus boss monster HP
You can get the total HP of the monsters in that stage
by adding the total HP of the normal monsters and the HP of the boss monsters
Let's take a look again
It may be a bit complicated
If you look at it, it's a table that does sampling balancing by stage
1st stage, 20th stage, 40th stage, 60th stage, 80th stage, 100th stage
and the ratio is the ratio of how much battle is done
Boss mobs are 45.5%
Normal monsters are 54.5%
If you do it like this, for 3 minutes
45% of the time, fighting boss mobs
54%, 55% for 3 minutes
and the remaining time fighting normal mobs
You can see the ratio of battle time in green
So you can set these in a table format like this
Then, you will get total HP, boss mobs, normal mobs
and you can also get the number of
normal mobs, the HP of one normal mob
Total HP is the sum of boss and normal mobs' HP
And since the ratio of play time is given
the number of normal mobs will also be given
and since normal mobs have one HP
ince there is only one boss
you can get the HP of the boss
That's why the boss mob is 7,532
and you can also get the HP of one normal mob
So it's good to check the ratio of boss and normal monsters' HP
You should check that it's not too biased
and you can modify it according to the design intention
So, the number of normal monsters is usually between 20 and 35
This varies depending on the game
so you should try setting it once
and playtesting it to see how fun it is
and whether it's not boring
and find the right balance
Let's check the enemy's total HP and defense
The enemy's total HP is pure HP that does not reflect the defense rate
As I said earlier
1 stage, 20 stages, 40 stages, 60 stages, 80 stages, and 100 stages
We sampled like this
We assume that the remaining median values ​​are correct
So, enemy total HP
normal mob HP
and boss mob HP, we divide it like this
The enemy total HP is the normal mob HP plus the boss mob HP
Check the enemy's total HP and defense in a table and graph
We do sampling balancing in the same way
We sample 1 stage, 20 stages, 40 stages, 60 stages, 80 stages, and 100 stages
and create a table
We're going to create three tablesf
Regular mobs, boss mobs, and total totals
If you look at the columns for regular mobs
they're listed as stages 1, 20, 40, 60, 80, and 100
If you look at the values, you can calculate things like defense
damage absorption rate, damage taken rate, number of regular mobs, and regular mob defense
Boss mobs are one in number, so there is no such thing as a normal mob number
So there is only defense, damage absorption rate, and damage taken rate
Also, if you do a full calculation, you can get the total normal mob defense
boss defense, and total defense
Please note that these are calculated as percentages
if you add the damage absorption rate and damage taken rate
it becomes 100%, 1
Damage absorption rate and damage taken rate
The damage absorption rate is a shield
The damage absorption rate is defense plus defense constant decomposition defense
The defense constant is said to use a value of 1,000 to 5,000
If it is 4%, it means that when damage comes in, 4% of it is blocked by the shield
Then, the remaining 96% is damage taken
So now, if we express defense and defense rate in a graph
it will have an increasing value
1st stage, 20th stage, 40th stage, 60, 80, 100
Look at the bar graph and line graph components like this
You can see the values ​​and ratios that increase sequentially by comparing the two
such as the bar graph, normal mob damage absorption rate, boss mob damage absorption rate
normal mob defense, and boss mob defense
Let's look at the total HP reflected by the defense rate
Suppose you previously calculated the pure HP before reflecting the pure HP, defense
and defense rate formulas this time
In that case, you will convert the HP
and defense into the defense rate to calculate the real HP
Then, if you compare this with
the attack power and DPS
you can accurately calculate how long you can last when the game ends in a few minutes
Calculating it with the existing HP
is not an accurate value
because the defense is not reflected
However, if you apply the HP formula using the defense and defense rate formula
you have to compare the HP with the DPS to get an accurate value
So, we do the same sampling balancing
Stage 1, Stage 20, Stage 40, Stage 60, Stage 80
and Stage 100
and the ratio of the boss mob to the normal mob
is the ratio of the battle time
There will be a total battle time, whether the battle is 1 minute or 3 minutes
The ratio is how much battle time there is
Then, depending on the ratio of the battle time
you can divide the total HP into boss mobs and normal mobs
The battle time is ultimately the same as the ratio of HP
And according to that, the number of normal monsters and the HP of one normal mob can come out
Divide these into 1, 20, 40, 60, 80, and 100 stages
and make a graph
to compare the ratio of battle time and total HP
boss mobs, normal mobs, number of normal mobs, and HP of one normal mob
to monitor the overall value
You can do this by making it appropriate and monitoring it
Check enemy total HP and defense
Now, the time to endure from the player in 10-stage units
is the expected clear time
If you compare HP to DPS
and melt this HP into DPS, it means how many minutes it takes
You need to check if this is similar to the clear time we set
Since we formulated the HP of the boss monster
it automatically went up through the existing graph
Since we put it up automatically
The thing we set first
I want the game to end in such minute
I want it to die after how many hits
You need to check it with table
by stage
If it's not right, you'll have to change the formula
or adjust the numbers
There's also an expected player level for each stage
You have to write down the level
Then, the attack power and HP will change depending on the level
The playtime will also change accordingly
There will also be damage
per minute and damage per second
1, 10, 20, 30, 40, 50, 60, 70, 80, 90 for each stage
You can match the player level to this
Check the enemy's total HP and defense
You can check the basic attack and time that a normal monster
can withstand for each stage in seconds
You can also check the boss in the same way
Divide the player's damage per second by the total HP
and multiply by 60 to check the expected clear time
Let's take a look at the entire table
Stages are columns
1, 10, 20, 30, 40, 50, 60, 70, 80, and 90 times
and player levels are similarly matched
1, 1, 20, 40, 40, 60, 60, 80, 80, 100, 100
I matched them similarly
And the number of normal attacks that one normal monster can endure
the time in seconds that one normal monster can endure
the time in seconds that all normal monsters can endure
the time in seconds that the boss can endure
the total HP can endure for how many minutes
like this
try to extract all the values
If the expected clear time you want
or the intended value does not come out
you need to refer to the data
and adjust the player DPS, number of monsters, defense, etc.
to get the target value and clear time you want
But rather than forcing it, you should think about
the prediction range, minimum, and maximum values
This value should not be exceeded as much as possible
You can adjust this flexibly
and do it with your senses
So you should set a standard to some extent
and say
This is the standard, and if it is within this standard, it is okay
You should say that
The clear time of the backstage that we initially set
was 525 seconds
Since the clear time is 524 seconds, an approximate value
we can confirm that the formula with the boss' HP was good in this case
This concludes the lecture on calculating enemy defense and HP in great detail
and adjusting the balance
This lecture ends here
Thank you for your hard work
Thank you
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
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.
when the defense and HP of the monster they created as basic are converted to HP, depending on the level
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
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
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
the player's status when playing the stage, and the player's skill including DPS
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
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)
Monster's Total Defense Rate and HP Boss' defense and HP, HP After calculating the number of normal monsters, HP remains
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
You can calculate the HP if you multiply the HP by the rate at which the boss takes damage
Check Enemy Total Health and Defense How to calculate stage total HP = ((normal monster HP x number of normal monsters) + boss monster HP)
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)
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
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)