Game Advanced Allied Character Defense and HP Calculation
GCC Academy
Hello everyone
This is Park Hyung-seon from Action RPG Balance Game Planning
This time, I will talk about calculating the defense and HP of friendly characters
I'm going to calculate the effective HP required for the player
to survive and the level of defense and HP based on that
I'll set the player's basic defense and create a total defense value
I'll also explain how to formulate the player's HP
to get the value and calculate the player's effective HP by level
Through this, I'll calculate how long the player can survive attacks from
regular monsters and boss monsters on a specific stage
Setting the Basic Defense and Total Defense Value
Calculating the defense and HP of allied characters
Finding the defense and HP of the player character
So far, we have been matching the values ​​by stage
We are making the values ​​by stage like this: Stage 1 2 3 4 5 6 100
Let's find the defense and HP of the player character ally
When the enemy and the ally fight
they receive 211 damage per second
It's been 30 seconds
If the ally's level is 1
what is the ally's basic defense
what is the defense of each armor
what is the total defense and HP of the ally
what is the effective HP
and so on
How much total effective HP is needed
for the ally to survive
for more than 30 seconds
against a normal monster on a specific stage?
If we ask this question
We can match other things accordingly
Finding the player's effective HP
First, to find the player's effective HP
we need a standard for
how many seconds the player can survive
It would be a good idea to select a hypothetical case
think about how long players would survive
on a certain stage
and then create some data in advance
Let's try making one
Let's take a look at what to set for the 10-page column
For sampling balance, let's divide it into 20 stages
For stage 1, 20 stage
stage 40, 60
stage 80, and 100
there are target times in seconds
Let's fill it in by setting
the time to survive against normal monsters
and the time to survive against boss monsters
For the time to survive against normal monsters
enter 1, 20, 40, 60, 80, 100
10, 20, 20, 30, 30, 3
and for the time to survive against boss monsters
enter dummy data
like 5, 25, 15, 35
Since the ability is determined by player level in units of 20
we set the target survival time in units of 20 stages
As the stage goes up, the player's level also goes up
and defense and HP increase
so we increase the survival time
This is to find the player's effective HP
Let's take stage 1 as an example
If you multiply the damage per second
given by regular monsters and boss monsters on that stage
by the survival time
you can get the target's effective HP
Let's take an example
There are normal monsters and boss monsters
The normal monster's damage per second is 211
The boss monster's damage per second is 300
Let's create the monster damage per second on that stage
And the character player
An ally character and an enemy normal monster fight
After 10 seconds
211 times 10 is 2,110
An ally character and a boss monster fight
After 5 seconds
300 times 5 is 1,500
The player's HP at level 1
will be adjusted to be between these values
Let's look at the player's defense and HP according to the survival time
If we look at the game UI
just like in PC games or mobile games
in RPG games
there is a My Information window for the ally character
There is various information in the My Information window
The character name, the character's appearance
and in games with star ratings
there may be a star rating or level
and there may be information about collecting character pieces
to increase the star rating
and stats such as attack power, HP, and defense
can be expressed
In this case, let's assume that the defense increases when you wear armor
and let's create an empty slot for the armor
The armor is currently applied to the character's basic ability
and if the defense is 400
it assumes that the defense increases by 400
even if you don't wear any armor
The additional elements that increase the defense
are four armor pieces and one accessory
There are four armor pieces: top, bottom, helmet, and shoes
There are empty slots
However, if you equip all of the helmet, bottom, shoes, and accessories
you can see that
the defense stat of the armor increases
so you can see that the defense
increases from 400 to 1,400 after equipping the item
That's how it will work in the actual game
If four armor pieces increase defense
helmet, bottom, shoes, and accessories
by equipping those elements
the defense of the friendly character will increase
and these items will exist as items
that can be obtained within the stage
These armor pieces and these items have grades
and the higher the grade, the higher the ability value increases
Armor pieces can have grades
and they can be strengthened
and if there are additional elements, they can have levels
So, the player
friendly player, and friendly character's defense will be set once
along with the ability value of the helmet and top and bottom accessories
to set the total defense of the character
Now that we've learned the formula for setting player base defense
let's use it
to determine the most basic defense
for players from levels 1 to 100
Let's input dummy data values ​​for a defense
that we think is appropriate for
level 1, like levels 1, 2, 3, 4, 5, and 6
After inputting the formula, drag, or double-click
Usually, a cubic equation with an increasing formula is used
However, to make it easy in the lecture
we'll just calculate it with a simple formula like
the previous defense plus 12
Let's set the defense to increase by 12 per level
Then, when it increases from level 1 to 20
the defense value dummy data will be 380 at level 1, 392 at level 2
and 608 at level 20 because it increases by 12
Setting the total defense of the player
The base ability and the item defense
are combined to 1,400
However, the base ability is 400
The defense that increases with four armor pieces and accessories is 1,000
We can divide the value again
The total defense of the four armor pieces
is set to 800
and the defense of one accessory is divided to 200
So the important thing here is that
if the total defense is 1,400
the bare body defense
the defense of the accessory
it must be divided into the defense of each armor piece
So the easy way is first to set the overall base defense of the player character
and then divide the defense by the bare body equipment
That way, we can set the value of the item
Instead of just determining the value of the item by feeling
we divide the value by the balancing standard
For sampling balancing
we can create a virtual player profile
This is now related to growth balancing and reward balancing
o put it simply
how much you can play without paying
how much reward you can get
how much you can strengthen it
and how much gold you can invest in it
so how much growth you can make without paying
and what level of armor grade and stats you can make
When you play without paying
and spend money here
you can use cash to grow a little faster
or when you get the same armor from the gacha
if you spend
about 30 dollars
you can play for about 15 days and surpass it
There is this kind of reward balancing
This is all connected to combat, growth, and reward balancing
So you can think of these as tasks that are done together
for growth balancing and reward balancing
when setting up armor
For example, if there is a player level 1
a player level 20
a player level 40
a player level 60, 80, and 100
Then assuming that the lowest rank for top, bottom, helmet, and shoes is 1
and the highest rank is 6
let's assume that the character is equipping all the armor pieces of top, bottom, helmet, and shoes
and turn them on again
So, a player at level 1 is equipped with all ranks of rank 1
Let's say that level 20 virtual character got 2nd grade
40 level, 3rd grade
60 level, 4th grade
player level 80, 5th level
and level 100, 6th grade
Let's assume that it is equipped with all equipment
If we calculate it like that
we set the standard
for how strong the character should be
for player levels
1, 20, 40, 60, 80, and 100
Divide it into bare body and items and you're done with balancing
So we set the large standard
the character stats the bare body takes
And we divide them by each accessory
and divide them like a share
We divide them by percentage, like a share
and by how much
But we don't just do it
we divide them by assuming how many levels are equipped
That's how we set the standard and balance it
As you progress to the later stages, the percentage taken up by armor
is the base ability, which is the bare body ability
when you are not wearing anything
and it is set higher than that
It is usually set to take up about 20%
In this way, players will feel the need for armor in the future
and the time spent playing the game will increase
or the possibility of generating revenue
by spinning the gacha to get armor will increase
So balancing not only affects simply making the game fun
but also plays a very important role in our BM, business model, and cash item sales
And the speed of content consumption
And contents comsume speed
How much of the game content we consume
greatly impacts reward balancing, economic balancing
and growth balancing
It is very, very important to balance the numbers
because they affect battles, growth, and rewards
So, let's make a standard table again
Let's set the defense ratio
for levels 1, 20, 40, 60, 80, and 100
Total defense power is 865 at level 1 and 1518 at level 20
If the defense power is set like this
the basic stat ability of bare body
armor, top, bottom, head, shoes, and accessories is divided into percentages
So if the basic stat bare body is 44%
top 17%, bottom 14%, head 12%
shoes 9%, and accessories 3% at level 1
it will be different at level 100
At level 100, the basic stat is 18%, top 23%
bottom 21%
head 17%
shoes 14%, and accessories 7%
If the basic stat is lowered and the percentage
of the rest is increased
he value of the armor in the later levels will increase
so that users will spend more money or farm more
It is important to adjust the values ​​according to the intention of the planning
As the level increases, the grades of the items you equip will also increase
Increase the values ​​appropriately
and check the ratios by entering the values
The total defense of the character is the base ability value plus the armor top
plus the armor bottom plus the armor head
plus the armor shoes plus the accessories
Based on the final defense value
the defense value in this lecture
is the top first, the base ability value of the bottom, helmet, and shoes
and the accessories have the lowest ratio
but this can vary depending on the planning intention
If you set
the top and bottom
as slightly better items
the helmet and shoes next
nd then the accessories as the worst items
the values ​​will be like this
Let's see the graph to set the player's total defense value
This is the increase in the player's defense value
Here, you can see the base stat ability value
armor top, bottom, head, shoes
and accessories
In the beginning, the basic ability value and the armor value do not differ much
The basic ability value is higher
and as you progress, the defense value value increases
and takes up a higher proportion than the basic ability value
You can also see it in the graph
Let's take a look at the table to set the player's total defense again
It shows how much damage is blocked
depending on the defense power of each item
You can check the defense rate of the total defense power
by adding all armor plus accessories plus basic abilities
In this way, let's check the defense rate of each defense
nd the defense rate of the total defense power
and adjust the values ​​to get the desired value
The defense rate
is the percentage of how much it blocks
It's the same as damage absorption
So it calculates defense
and the defense rate is the same as damage absorption
and damage absorption is defense power plus defense constant
I explained it like you
If the defense constant is 1000
it can be calculated as defense power plus 1000 defense power
So it's the percentage of the shield
Set it to level 1, level 20, level 40, level 60, level 80, and level 100
and compare it by making a table to see what percentage of defense rate it blocks
Basic step, upper, lower, head, shoe, accessory, average defense rate
and total defense rate, you can get these
The defense rate gradually increases
Player HP Formula and Effective HP Setting
Let's formulate the player's HP
At first, you can input dummy data
and create formulas one by one
Please input values ​​that you think are appropriate for level 1
The three most important values ​​are
defense, attack, and HP
Attack is usually calculated as attack power per second
If the levels are 1, 2, 3, 4, 5
and there is defense, attack, and HP, then HP is empty
so create data like 1,000
After inputting a very simple formula, drag or double-click
Since this is dummy data, I will use a very simple formula
The formula used in the lecture is not a cubic equation
but a simple formula of
previous stamina plus 150
which increases the stamina by 150
Then, when you go from level 1 to 10 and up to 20
the stamina will move from 1000 to 3850
1000, 1150, 1300
It will have values ​​that simply increase like this
Let's create this dummy data
and set the player's stamina from level 1 to 100
Let's find the effective HP
that reflects the defense rate according to the defense power by level
There are three tables
This also has levels for sampling balancing
and the remaining stats
Let's start with the first table
The table at the top
shows the levels 1, 20, 40, 60, 80, and 100
and the play stages are the same as 1, 20, 40, 60, 80, and 100
So, the reason for doing this
is to match the level of the friendly character and the stage of the play
So, a level 20 character can clear 20 stages
and a level 40 character can clear 40 stages
So the basic HP
1,000, 3,850, 6,850
9,850, 12,850, 15,850
It will increase like this according to the formula we set earlier
And in the end, we get the HP that reflects the defense rate
To get effective HP
we need the defense rate to match the total defense
The effective HP is the HP of 1 minus the total defense rate
The effective HP at level 1 is 1 minus 0.46/1865
and so on
So, if you look at the defense
Total defense
On level 1, 20, 40, 60, 80, 100, total defense is 865, 1,518
2648
44388
5928
and 8668
Then the defense rate is calculated based on the defense
As I said, the total defense rate is
for example, if the defense constant is 1000
the defense power plus the defense power divided by the defense constant
is calculated as follows
The defense rate is the same as the amount of damage absorbed
so that you can do this
It is a formula that converts defense power into defense power
So the total defense rate is 46, 60, 73, 82, 86, and 90
at levels 1, 20, 40, 60, 80, and 100
which is the damage the shield absorbs
This means the enemy's damage is blocked by
46% of the shield at level 20 and 60% at level 20
The defense rate is the shield
It means how much it blocks
and it blocks it in percentages
So if you calculate it in total
when the play stage is stage 1 20, stage 40 60 80 100
and the basic HP is 1,000, 3,850, 6,850, 9,850, 12,850, and 15,850
the calculation is given
Effective HP is the HP of 1 minus the total defense rate
Then, the defense rate reflects HP
and real and effective HP is given
Defense rate-reflected HP is ultimately effective HP
Real HP
So now, let's remove the defense and change the HP to effective HP
Then, if the basic HP is 1000
the defense is added together
If you add them up, it becomes 1865
and the 20th stage of level 20 is not 3850 but 9694
not 6,850 but 24,989
The real HP is 24,989
Since you select the defense power
you can obtain it by level
So, if you express these things in a graph
you can get real HP and effective HP that reflects the defense rate
according to the defense power by level
Let's check how many seconds you can survive
against monsters on a specific stage based on effective HP
While checking the time
check if it is similar
to the survival time you set before
and if it is too different, it is a good idea to adjust the defense value again
to match the set time to some extent
I will explain it while looking at the table
There is a level, and a play stage is set
The level is 1, 20, 40, 60, 80 times
and the player
the friendly player, is the stage
Play stage 1, 20, 40, 60, 80
Let's assume that you play that stage at that level
And we found the basic HP and effective HP
1,000, 3,850, 6,850, 9,850, 12,850, and 15,850 are converted to effective HP
and the defense is reflected, so it is changed to 1,865
Then, for stages 1, 20, 40, 60, 80, and 100
the values ​​for the boss monster's attack power per second
and the normal monster's attack power per second are entered previously
The boss monster's attack power per second is 300 for stage 1
The normal monster's attack power per second is 210
To know the survival time, you need the attack power per second
of a specific stage boss and a normal monster
The way to find the survival time for a monster is to divide
the effective HP by the attack power per second
For example
when playing stage 1 with a player level 1
the time to survive against a normal monster
is 1,865/211
8.83 seconds
So you can find the effective HP
divided by the attack power per second
Let's find the effective HP that reflects the defense rate according to the defense power by level
For example, let's find the time to survive against
a normal monster when playing stage 1 in a situation where the player is level 1
There are 1,865 and 211
211
Let's divide the normal monster's attack power per second
We can make 1,865/211 of the normal monster's attack power per second
into effective HP
Then, we can survive for 8.83 seconds
The effective HP of 1,865
means we can survive for 8.83 seconds without doing anything
So let's find it once by level and stage
The levels are 1, 20
40, 60, 80, and 100
and the playing stages are 1, 20, 40, 60, 80, and 100
The basic HP is 3,850, 6,850, 9,850, 12,850, 15,850
When calculating the effective HP
it was 1,865, 9,694, 24,989
54,564, 89,025, and 153,238
You can calculate the time in seconds by the time it takes
to survive against one normal monster and the time it takes to survive against a boss monster
This would be the effective HP of the monster's attack power per second
So if this is the effective HP of the normal monster's attack power per second
you can calculate the time it takes to survive against a normal monster
If it is the effective HP of the boss monster's attack power per second
you can calculate the time it takes to survive against a boss monster
This way
when you do nothing
you can check the survival time
Distributing stamina according to the playtime of RPG battles
There is no big difference compared to the survival time
that was initially set
So, we can think that the set numerical balance is appropriate now
The survival time target number that was initially set was entered as dummy data
As 1, 20, 40, 60, 80, and 100
the time to survive against normal monsters
the time to survive against boss monsters
and various other dummies were entered and they are similar
Since they are similar
and appropriate, we can raise or lower them according to the intention of the planning
Depending on the planning intention, we can set the survival time by comparing it to the dummy data
adjust the values ​​so that they do not deviate significantly from the set survival time
and adjust the balance
Let's organize the character and monster values
Level, defense
attack power, range, critical hit probability, critical hit damage
if it is 150, means 150%
I will now give 1.5 times more than the normal attack
There will be various values ​​such as HP, mana, movement speed, and vision
Abilities such as range, movement speed, and vision may have limitations when working with Excel
Character abilities include various abilities
that affect battles, defense, and attack power
Equipment and various items can also affect these abilities
and can increase or decrease
I will skip this in this lecture
And let's take a look at the table by monster type
As we did in the previous lecture
there may be a correction value depending on the monster type
By multiplying the correction value
by the standard ability value set earlier
you can create a variety of abilities depending on the monster type
For example, if it is a balanced type
if the weight is 1 for HP, defense, per second, and attack power
then it is multiplied by 1 in the basic table
and if it is a HP type, it is 2, defense 0.5, and attack per second 1
In this way, the value is multiplied by 2 for HP, 0.5 for defense
and 1 for attack power per second
If it's an attack type, it will take the value from the base table by multiplying 1 HP, 0.5 defense, and 2.5 attack power per second
In addition to attack power, HP, and defense
you can add movement speed
and other abilities
to add variety to the monsters
Let's look at the actual implementation in the game
The balance work done with Excel is just the beginning
I'm not saying you shouldn't do it with Excel
but you have to do it
Otherwise, you can't even start
However, play testing is the most important
In the current game, the corresponding values ​​are somewhat correct because there are no variables
but in the case of action RPG games, there will be many variables
That's why it would be best to create a test version yourself
and create a virtual AI
to actually fight with your characters and enemies
and create such a simulato
It would be good to create an automatic battle simulator
If that's a bit difficult, you can assume you're not very good
and play as a bad player
It's necessary to place monsters and check if the difficulty is appropriate
So you have to place the desired monsters for each stage
adjust the player's starting position
and do level design work like this
You have to do a play test yourself
through the actual Proter version guild
or create an AI and plan the AI
We need to run the virtual play in the simulator
for an hour or two
run it for a day or two
and verify that the balance values ​​we set are correct
for the actual play
If it doesn't match
you need to multiply the original Excel by 0.3
0.2
1.4, or some other specific number
and adjust it to match the actual play test
as a post-process
The combat time measured in the lecture
does not accurately consider the time the character moves
and does not include things like evasion
complex manipulation, defense, or blocking
So, it is better to check various variables and play repeatedly
to find the balance so that you can have fun
Getting the defense and stamina of the player character
First, adjust the numbers
Adjusting the monster player numbers using Excel
Second, creating the stage
Using the game engine, place the monsters
and create a level design tool using Unity or Unreal
to place them or place them directly
Place the objects and create the stage
Test, play the stage you created directly
or create a simulator to play test it
Check for problems and difficulty errors, such as the stage being too difficult or too easy
The most standard skill
since most gamers or game planners are good at games
they think they are not good at it
and need to play a little bit stupidly
It is good to keep repeating this process
and try to achieve a perfect balance
This is the end of this lecture
Thank you for your hard work
Thank you
Set base defense and total defense value Get player's effective HP First, to get the player's effective HP, you need a standard for how many seconds the player can survive
It's a good idea to consider how long the player can survive on a specific stage
Defense and HP of the player according to the survival time 4 defensive equipments increase the dodge power: helmet, top, bottom, shoes, and accessories
By equipping these elements, the defense of the friendly character increases and can be obtained within the stage
Set the total defense of the player As the game progresses, the percentage of armor is set higher than the basic ability (usually set to about 20%)
This way, players will feel the need for armor later on, and the possibility of increasing the time spent playing the game or generating profit increases
As the level increases, the grade of the items equipped also increases, so increase the value appropriately and check the percentage by entering the value
Player power formula and effective HP setting Effective HP is reflected by defense rate according to defense power by level Effective HP = HP / (1 - total defense rate)
Check how many seconds you can survive against monsters on a specific stage based on effective HP How to find out how long you can survive against monsters: (effective HP / attack power per second)
Distribute stamina to match the playtime of RPG battles You need to set the survival time according to the planning intention and adjust the value so that it does not deviate greatly from the set survival time to maintain balance
Character and Monster Stats Character stats include defense, attack power, and other abilities that affect battles
Equipment and various items can also affect these abilities and can increase or decrease
Find the defense and HP of the player character 1. Adjust the values: Adjust the monster and player values ​​using Excel
2. Creating a stage: Creating a stage by placing monsters and objects using the game engine 3. Testing: Testing the created stage by playing it directly
4. Finding problems: Checking for difficulty errors such as the stage being too difficult or too easy