WEBVTT 1 00:00:05.914 --> 00:00:09.761 Game Advanced Allied Character Defense and HP Calculation 2 00:00:09.768 --> 00:00:12.085 GCC Academy 3 00:00:27.100 --> 00:00:28.611 Hello everyone 4 00:00:28.612 --> 00:00:31.279 This is Park Hyung-seon from Action RPG Balance Game Planning 5 00:00:31.442 --> 00:00:36.498 This time, I will talk about calculating the defense and HP of friendly characters 6 00:00:36.498 --> 00:00:40.069 I'm going to calculate the effective HP required for the player 7 00:00:40.070 --> 00:00:44.446 to survive and the level of defense and HP based on that 8 00:00:44.446 --> 00:00:48.948 I'll set the player's basic defense and create a total defense value 9 00:00:49.178 --> 00:00:53.400 I'll also explain how to formulate the player's HP 10 00:00:53.401 --> 00:00:57.486 to get the value and calculate the player's effective HP by level 11 00:00:57.680 --> 00:01:02.147 Through this, I'll calculate how long the player can survive attacks from 12 00:01:02.148 --> 00:01:04.400 regular monsters and boss monsters on a specific stage 13 00:01:04.505 --> 00:01:08.449 Setting the Basic Defense and Total Defense Value 14 00:01:09.175 --> 00:01:13.161 Calculating the defense and HP of allied characters 15 00:01:14.151 --> 00:01:18.692 Finding the defense and HP of the player character 16 00:01:19.775 --> 00:01:24.570 So far, we have been matching the values ​​by stage 17 00:01:25.230 --> 00:01:32.292 We are making the values ​​by stage like this: Stage 1 2 3 4 5 6 100 18 00:01:33.797 --> 00:01:38.346 Let's find the defense and HP of the player character ally 19 00:01:40.787 --> 00:01:43.829 When the enemy and the ally fight 20 00:01:45.048 --> 00:01:50.486 they receive 211 damage per second 21 00:01:51.134 --> 00:01:53.104 It's been 30 seconds 22 00:01:54.589 --> 00:01:58.379 If the ally's level is 1 23 00:01:59.114 --> 00:02:01.408 what is the ally's basic defense 24 00:02:02.015 --> 00:02:05.421 what is the defense of each armor 25 00:02:06.213 --> 00:02:11.774 what is the total defense and HP of the ally 26 00:02:12.655 --> 00:02:14.343 what is the effective HP 27 00:02:14.533 --> 00:02:18.082 and so on 28 00:02:19.845 --> 00:02:22.722 How much total effective HP is needed 29 00:02:23.706 --> 00:02:26.119 for the ally to survive 30 00:02:27.045 --> 00:02:29.749 for more than 30 seconds 31 00:02:30.228 --> 00:02:35.590 against a normal monster on a specific stage? 32 00:02:36.247 --> 00:02:37.702 If we ask this question 33 00:02:38.256 --> 00:02:43.495 We can match other things accordingly 34 00:02:45.734 --> 00:02:49.177 Finding the player's effective HP 35 00:02:50.855 --> 00:02:55.389 First, to find the player's effective HP 36 00:02:56.120 --> 00:02:58.676 we need a standard for 37 00:02:59.175 --> 00:03:02.879 how many seconds the player can survive 38 00:03:04.975 --> 00:03:08.337 It would be a good idea to select a hypothetical case 39 00:03:09.710 --> 00:03:11.422 think about how long players would survive 40 00:03:12.215 --> 00:03:16.957 on a certain stage 41 00:03:17.815 --> 00:03:21.889 and then create some data in advance 42 00:03:22.876 --> 00:03:24.989 Let's try making one 43 00:03:26.652 --> 00:03:33.790 Let's take a look at what to set for the 10-page column 44 00:03:35.499 --> 00:03:42.914 For sampling balance, let's divide it into 20 stages 45 00:03:43.655 --> 00:03:46.669 For stage 1, 20 stage 46 00:03:47.504 --> 00:03:50.145 stage 40, 60 47 00:03:50.999 --> 00:03:54.485 stage 80, and 100 48 00:03:54.488 --> 00:03:56.280 there are target times in seconds 49 00:03:56.815 --> 00:04:00.306 Let's fill it in by setting 50 00:04:00.950 --> 00:04:03.280 the time to survive against normal monsters 51 00:04:03.700 --> 00:04:06.262 and the time to survive against boss monsters 52 00:04:06.269 --> 00:04:08.421 For the time to survive against normal monsters 53 00:04:08.643 --> 00:04:11.389 enter 1, 20, 40, 60, 80, 100 54 00:04:11.501 --> 00:04:16.501 10, 20, 20, 30, 30, 3 55 00:04:17.015 --> 00:04:19.178 and for the time to survive against boss monsters 56 00:04:19.602 --> 00:04:22.453 enter dummy data 57 00:04:23.038 --> 00:04:25.977 like 5, 25, 15, 35 58 00:04:27.414 --> 00:04:30.805 Since the ability is determined by player level in units of 20 59 00:04:31.414 --> 00:04:35.404 we set the target survival time in units of 20 stages 60 00:04:36.808 --> 00:04:41.572 As the stage goes up, the player's level also goes up 61 00:04:42.090 --> 00:04:44.856 and defense and HP increase 62 00:04:45.534 --> 00:04:49.451 so we increase the survival time 63 00:04:50.450 --> 00:04:53.237 This is to find the player's effective HP 64 00:04:54.095 --> 00:04:57.708 Let's take stage 1 as an example 65 00:04:58.853 --> 00:05:00.362 If you multiply the damage per second 66 00:05:01.266 --> 00:05:06.122 given by regular monsters and boss monsters on that stage 67 00:05:06.869 --> 00:05:09.169 by the survival time 68 00:05:09.492 --> 00:05:13.250 you can get the target's effective HP 69 00:05:13.568 --> 00:05:14.960 Let's take an example 70 00:05:15.796 --> 00:05:18.148 There are normal monsters and boss monsters 71 00:05:19.477 --> 00:05:25.639 The normal monster's damage per second is 211 72 00:05:27.535 --> 00:05:32.613 The boss monster's damage per second is 300 73 00:05:33.655 --> 00:05:38.403 Let's create the monster damage per second on that stage 74 00:05:40.244 --> 00:05:44.004 And the character player 75 00:05:44.005 --> 00:05:48.644 An ally character and an enemy normal monster fight 76 00:05:48.644 --> 00:05:49.764 After 10 seconds 77 00:05:50.665 --> 00:05:54.268 211 times 10 is 2,110 78 00:05:55.535 --> 00:05:58.693 An ally character and a boss monster fight 79 00:05:58.693 --> 00:05:59.597 After 5 seconds 80 00:06:00.450 --> 00:06:04.067 300 times 5 is 1,500 81 00:06:05.771 --> 00:06:08.200 The player's HP at level 1 82 00:06:09.076 --> 00:06:12.203 will be adjusted to be between these values 83 00:06:14.935 --> 00:06:24.429 Let's look at the player's defense and HP according to the survival time 84 00:06:25.294 --> 00:06:27.954 If we look at the game UI 85 00:06:28.846 --> 00:06:30.799 just like in PC games or mobile games 86 00:06:31.219 --> 00:06:34.019 in RPG games 87 00:06:34.734 --> 00:06:38.039 there is a My Information window for the ally character 88 00:06:38.832 --> 00:06:42.581 There is various information in the My Information window 89 00:06:43.294 --> 00:06:45.636 The character name, the character's appearance 90 00:06:45.637 --> 00:06:49.489 and in games with star ratings 91 00:06:49.489 --> 00:06:51.864 there may be a star rating or level 92 00:06:52.638 --> 00:06:55.524 and there may be information about collecting character pieces 93 00:06:55.525 --> 00:06:56.954 to increase the star rating 94 00:06:57.922 --> 00:07:00.342 and stats such as attack power, HP, and defense 95 00:07:01.490 --> 00:07:03.249 can be expressed 96 00:07:04.054 --> 00:07:12.019 In this case, let's assume that the defense increases when you wear armor 97 00:07:12.655 --> 00:07:15.848 and let's create an empty slot for the armor 98 00:07:16.454 --> 00:07:21.866 The armor is currently applied to the character's basic ability 99 00:07:21.867 --> 00:07:23.888 and if the defense is 400 100 00:07:24.547 --> 00:07:26.837 it assumes that the defense increases by 400 101 00:07:27.653 --> 00:07:32.959 even if you don't wear any armor 102 00:07:33.655 --> 00:07:36.526 The additional elements that increase the defense 103 00:07:37.344 --> 00:07:40.524 are four armor pieces and one accessory 104 00:07:40.524 --> 00:07:45.325 There are four armor pieces: top, bottom, helmet, and shoes 105 00:07:45.478 --> 00:07:46.762 There are empty slots 106 00:07:47.655 --> 00:07:54.037 However, if you equip all of the helmet, bottom, shoes, and accessories 107 00:07:54.655 --> 00:07:56.312 you can see that 108 00:07:56.738 --> 00:07:59.638 the defense stat of the armor increases 109 00:08:00.454 --> 00:08:03.822 so you can see that the defense 110 00:08:04.377 --> 00:08:08.498 increases from 400 to 1,400 after equipping the item 111 00:08:08.500 --> 00:08:12.256 That's how it will work in the actual game 112 00:08:13.574 --> 00:08:16.417 If four armor pieces increase defense 113 00:08:16.870 --> 00:08:21.962 helmet, bottom, shoes, and accessories 114 00:08:23.215 --> 00:08:27.099 by equipping those elements 115 00:08:27.782 --> 00:08:31.211 the defense of the friendly character will increase 116 00:08:31.894 --> 00:08:33.948 and these items will exist as items 117 00:08:34.594 --> 00:08:38.055 that can be obtained within the stage 118 00:08:38.975 --> 00:08:43.512 These armor pieces and these items have grades 119 00:08:43.775 --> 00:08:47.673 and the higher the grade, the higher the ability value increases 120 00:08:47.673 --> 00:08:49.467 Armor pieces can have grades 121 00:08:49.738 --> 00:08:51.029 and they can be strengthened 122 00:08:51.154 --> 00:08:54.960 and if there are additional elements, they can have levels 123 00:08:57.208 --> 00:08:59.948 So, the player 124 00:09:00.197 --> 00:09:04.815 friendly player, and friendly character's defense will be set once 125 00:09:05.417 --> 00:09:11.041 along with the ability value of the helmet and top and bottom accessories 126 00:09:11.369 --> 00:09:15.754 to set the total defense of the character 127 00:09:16.505 --> 00:09:22.814 Now that we've learned the formula for setting player base defense 128 00:09:22.815 --> 00:09:24.484 let's use it 129 00:09:25.505 --> 00:09:29.181 to determine the most basic defense 130 00:09:29.184 --> 00:09:32.363 for players from levels 1 to 100 131 00:09:33.014 --> 00:09:35.776 Let's input dummy data values ​​for a defense 132 00:09:36.535 --> 00:09:39.633 that we think is appropriate for 133 00:09:39.633 --> 00:09:43.271 level 1, like levels 1, 2, 3, 4, 5, and 6 134 00:09:43.724 --> 00:09:46.650 After inputting the formula, drag, or double-click 135 00:09:47.284 --> 00:09:51.867 Usually, a cubic equation with an increasing formula is used 136 00:09:51.867 --> 00:09:56.508 However, to make it easy in the lecture 137 00:09:56.509 --> 00:09:59.687 we'll just calculate it with a simple formula like 138 00:10:00.606 --> 00:10:01.923 the previous defense plus 12 139 00:10:02.505 --> 00:10:06.077 Let's set the defense to increase by 12 per level 140 00:10:07.006 --> 00:10:11.215 Then, when it increases from level 1 to 20 141 00:10:11.216 --> 00:10:15.545 the defense value dummy data will be 380 at level 1, 392 at level 2 142 00:10:16.006 --> 00:10:20.834 and 608 at level 20 because it increases by 12 143 00:10:22.149 --> 00:10:25.538 Setting the total defense of the player 144 00:10:26.025 --> 00:10:29.340 The base ability and the item defense 145 00:10:30.511 --> 00:10:32.706 are combined to 1,400 146 00:10:33.393 --> 00:10:36.838 However, the base ability is 400 147 00:10:37.531 --> 00:10:42.598 The defense that increases with four armor pieces and accessories is 1,000 148 00:10:42.599 --> 00:10:45.674 We can divide the value again 149 00:10:46.442 --> 00:10:49.100 The total defense of the four armor pieces 150 00:10:50.198 --> 00:10:52.469 is set to 800 151 00:10:52.881 --> 00:10:57.006 and the defense of one accessory is divided to 200 152 00:10:57.230 --> 00:10:59.525 So the important thing here is that 153 00:10:59.824 --> 00:11:02.708 if the total defense is 1,400 154 00:11:03.225 --> 00:11:04.225 the bare body defense 155 00:11:04.967 --> 00:11:06.073 the defense of the accessory 156 00:11:06.073 --> 00:11:11.506 it must be divided into the defense of each armor piece 157 00:11:11.506 --> 00:11:18.125 So the easy way is first to set the overall base defense of the player character 158 00:11:18.506 --> 00:11:22.766 and then divide the defense by the bare body equipment 159 00:11:22.775 --> 00:11:26.506 That way, we can set the value of the item 160 00:11:26.506 --> 00:11:29.620 Instead of just determining the value of the item by feeling 161 00:11:29.906 --> 00:11:34.507 we divide the value by the balancing standard 162 00:11:36.149 --> 00:11:38.905 For sampling balancing 163 00:11:39.238 --> 00:11:43.843 we can create a virtual player profile 164 00:11:44.156 --> 00:11:49.324 This is now related to growth balancing and reward balancing 165 00:11:50.157 --> 00:11:51.670 o put it simply 166 00:11:52.190 --> 00:11:54.429 how much you can play without paying 167 00:11:54.930 --> 00:11:57.073 how much reward you can get 168 00:11:57.073 --> 00:11:59.123 how much you can strengthen it 169 00:12:00.250 --> 00:12:02.737 and how much gold you can invest in it 170 00:12:03.168 --> 00:12:07.082 so how much growth you can make without paying 171 00:12:07.082 --> 00:12:12.394 and what level of armor grade and stats you can make 172 00:12:12.627 --> 00:12:14.154 When you play without paying 173 00:12:14.155 --> 00:12:15.382 and spend money here 174 00:12:15.866 --> 00:12:18.716 you can use cash to grow a little faster 175 00:12:18.716 --> 00:12:22.732 or when you get the same armor from the gacha 176 00:12:23.035 --> 00:12:24.019 if you spend 177 00:12:24.019 --> 00:12:25.307 about 30 dollars 178 00:12:25.619 --> 00:12:28.481 you can play for about 15 days and surpass it 179 00:12:28.481 --> 00:12:30.452 There is this kind of reward balancing 180 00:12:31.081 --> 00:12:36.982 This is all connected to combat, growth, and reward balancing 181 00:12:37.432 --> 00:12:40.292 So you can think of these as tasks that are done together 182 00:12:41.202 --> 00:12:43.711 for growth balancing and reward balancing 183 00:12:43.924 --> 00:12:48.125 when setting up armor 184 00:12:48.768 --> 00:12:51.305 For example, if there is a player level 1 185 00:12:51.527 --> 00:12:53.695 a player level 20 186 00:12:54.070 --> 00:12:56.738 a player level 40 187 00:12:56.738 --> 00:12:58.920 a player level 60, 80, and 100 188 00:12:58.946 --> 00:13:04.516 Then assuming that the lowest rank for top, bottom, helmet, and shoes is 1 189 00:13:04.523 --> 00:13:07.913 and the highest rank is 6 190 00:13:08.792 --> 00:13:15.355 let's assume that the character is equipping all the armor pieces of top, bottom, helmet, and shoes 191 00:13:15.785 --> 00:13:17.505 and turn them on again 192 00:13:17.772 --> 00:13:22.797 So, a player at level 1 is equipped with all ranks of rank 1 193 00:13:23.259 --> 00:13:26.150 Let's say that level 20 virtual character got 2nd grade 194 00:13:26.313 --> 00:13:27.797 40 level, 3rd grade 195 00:13:27.923 --> 00:13:29.152 60 level, 4th grade 196 00:13:29.731 --> 00:13:32.463 player level 80, 5th level 197 00:13:32.464 --> 00:13:35.729 and level 100, 6th grade 198 00:13:35.729 --> 00:13:38.970 Let's assume that it is equipped with all equipment 199 00:13:39.756 --> 00:13:44.820 If we calculate it like that 200 00:13:45.099 --> 00:13:46.897 we set the standard 201 00:13:46.970 --> 00:13:49.141 for how strong the character should be 202 00:13:50.033 --> 00:13:53.764 for player levels 203 00:13:54.526 --> 00:13:57.719 1, 20, 40, 60, 80, and 100 204 00:13:58.185 --> 00:14:01.963 Divide it into bare body and items and you're done with balancing 205 00:14:02.073 --> 00:14:04.335 So we set the large standard 206 00:14:04.336 --> 00:14:06.974 the character stats the bare body takes 207 00:14:07.345 --> 00:14:10.208 And we divide them by each accessory 208 00:14:11.408 --> 00:14:13.331 and divide them like a share 209 00:14:13.331 --> 00:14:15.066 We divide them by percentage, like a share 210 00:14:15.066 --> 00:14:16.869 and by how much 211 00:14:17.281 --> 00:14:21.655 But we don't just do it 212 00:14:21.655 --> 00:14:24.554 we divide them by assuming how many levels are equipped 213 00:14:24.984 --> 00:14:28.292 That's how we set the standard and balance it 214 00:14:30.023 --> 00:14:33.884 As you progress to the later stages, the percentage taken up by armor 215 00:14:34.505 --> 00:14:37.684 is the base ability, which is the bare body ability 216 00:14:37.685 --> 00:14:40.399 when you are not wearing anything 217 00:14:40.704 --> 00:14:42.778 and it is set higher than that 218 00:14:42.782 --> 00:14:47.278 It is usually set to take up about 20% 219 00:14:47.776 --> 00:14:53.776 In this way, players will feel the need for armor in the future 220 00:14:53.950 --> 00:14:56.505 and the time spent playing the game will increase 221 00:14:56.505 --> 00:14:59.101 or the possibility of generating revenue 222 00:14:59.102 --> 00:15:01.342 by spinning the gacha to get armor will increase 223 00:15:01.750 --> 00:15:08.369 So balancing not only affects simply making the game fun 224 00:15:08.592 --> 00:15:12.817 but also plays a very important role in our BM, business model, and cash item sales 225 00:15:13.233 --> 00:15:15.505 And the speed of content consumption 226 00:15:15.505 --> 00:15:17.092 And contents comsume speed 227 00:15:17.664 --> 00:15:21.868 How much of the game content we consume 228 00:15:21.868 --> 00:15:26.982 greatly impacts reward balancing, economic balancing 229 00:15:26.985 --> 00:15:28.402 and growth balancing 230 00:15:28.402 --> 00:15:32.269 It is very, very important to balance the numbers 231 00:15:32.717 --> 00:15:36.979 because they affect battles, growth, and rewards 232 00:15:37.949 --> 00:15:41.905 So, let's make a standard table again 233 00:15:42.418 --> 00:15:48.925 Let's set the defense ratio 234 00:15:48.927 --> 00:15:50.755 for levels 1, 20, 40, 60, 80, and 100 235 00:15:51.326 --> 00:15:55.005 Total defense power is 865 at level 1 and 1518 at level 20 236 00:15:55.005 --> 00:15:58.003 If the defense power is set like this 237 00:15:59.880 --> 00:16:01.951 the basic stat ability of bare body 238 00:16:02.328 --> 00:16:06.201 armor, top, bottom, head, shoes, and accessories is divided into percentages 239 00:16:06.201 --> 00:16:10.988 So if the basic stat bare body is 44% 240 00:16:10.989 --> 00:16:15.302 top 17%, bottom 14%, head 12% 241 00:16:15.303 --> 00:16:18.211 shoes 9%, and accessories 3% at level 1 242 00:16:18.565 --> 00:16:20.075 it will be different at level 100 243 00:16:20.075 --> 00:16:24.724 At level 100, the basic stat is 18%, top 23% 244 00:16:25.102 --> 00:16:26.419 bottom 21% 245 00:16:26.699 --> 00:16:27.851 head 17% 246 00:16:28.114 --> 00:16:31.117 shoes 14%, and accessories 7% 247 00:16:31.302 --> 00:16:33.819 If the basic stat is lowered and the percentage 248 00:16:34.126 --> 00:16:37.257 of the rest is increased 249 00:16:37.505 --> 00:16:40.505 he value of the armor in the later levels will increase 250 00:16:40.505 --> 00:16:44.505 so that users will spend more money or farm more 251 00:16:44.505 --> 00:16:50.557 It is important to adjust the values ​​according to the intention of the planning 252 00:16:51.865 --> 00:16:59.731 As the level increases, the grades of the items you equip will also increase 253 00:17:00.505 --> 00:17:03.485 Increase the values ​​appropriately 254 00:17:03.485 --> 00:17:07.966 and check the ratios by entering the values 255 00:17:08.853 --> 00:17:14.275 The total defense of the character is the base ability value plus the armor top 256 00:17:14.275 --> 00:17:16.928 plus the armor bottom plus the armor head 257 00:17:17.070 --> 00:17:20.757 plus the armor shoes plus the accessories 258 00:17:23.746 --> 00:17:25.786 Based on the final defense value 259 00:17:25.787 --> 00:17:28.491 the defense value in this lecture 260 00:17:29.999 --> 00:17:33.471 is the top first, the base ability value of the bottom, helmet, and shoes 261 00:17:33.958 --> 00:17:36.527 and the accessories have the lowest ratio 262 00:17:36.527 --> 00:17:39.491 but this can vary depending on the planning intention 263 00:17:40.328 --> 00:17:41.396 If you set 264 00:17:43.020 --> 00:17:44.020 the top and bottom 265 00:17:44.632 --> 00:17:46.321 as slightly better items 266 00:17:46.770 --> 00:17:48.422 the helmet and shoes next 267 00:17:48.962 --> 00:17:53.365 nd then the accessories as the worst items 268 00:17:53.929 --> 00:17:56.505 the values ​​will be like this 269 00:18:00.599 --> 00:18:03.894 Let's see the graph to set the player's total defense value 270 00:18:05.514 --> 00:18:07.773 This is the increase in the player's defense value 271 00:18:09.474 --> 00:18:11.976 Here, you can see the base stat ability value 272 00:18:11.977 --> 00:18:14.403 armor top, bottom, head, shoes 273 00:18:15.283 --> 00:18:17.538 and accessories 274 00:18:19.387 --> 00:18:23.736 In the beginning, the basic ability value and the armor value do not differ much 275 00:18:23.914 --> 00:18:25.347 The basic ability value is higher 276 00:18:25.794 --> 00:18:29.017 and as you progress, the defense value value increases 277 00:18:29.018 --> 00:18:32.238 and takes up a higher proportion than the basic ability value 278 00:18:32.239 --> 00:18:33.892 You can also see it in the graph 279 00:18:35.622 --> 00:18:39.259 Let's take a look at the table to set the player's total defense again 280 00:18:39.917 --> 00:18:43.449 It shows how much damage is blocked 281 00:18:44.545 --> 00:18:48.558 depending on the defense power of each item 282 00:18:49.618 --> 00:18:53.597 You can check the defense rate of the total defense power 283 00:18:53.602 --> 00:18:58.166 by adding all armor plus accessories plus basic abilities 284 00:18:58.981 --> 00:19:02.116 In this way, let's check the defense rate of each defense 285 00:19:02.910 --> 00:19:05.127 nd the defense rate of the total defense power 286 00:19:05.621 --> 00:19:09.067 and adjust the values ​​to get the desired value 287 00:19:09.713 --> 00:19:11.293 The defense rate 288 00:19:12.259 --> 00:19:16.441 is the percentage of how much it blocks 289 00:19:17.326 --> 00:19:19.987 It's the same as damage absorption 290 00:19:19.988 --> 00:19:22.472 So it calculates defense 291 00:19:23.554 --> 00:19:26.207 and the defense rate is the same as damage absorption 292 00:19:27.034 --> 00:19:32.675 and damage absorption is defense power plus defense constant 293 00:19:32.676 --> 00:19:34.162 I explained it like you 294 00:19:34.255 --> 00:19:35.816 If the defense constant is 1000 295 00:19:36.106 --> 00:19:39.482 it can be calculated as defense power plus 1000 defense power 296 00:19:39.483 --> 00:19:42.211 So it's the percentage of the shield 297 00:19:42.554 --> 00:19:49.452 Set it to level 1, level 20, level 40, level 60, level 80, and level 100 298 00:19:50.153 --> 00:19:54.320 and compare it by making a table to see what percentage of defense rate it blocks 299 00:19:54.892 --> 00:20:00.678 Basic step, upper, lower, head, shoe, accessory, average defense rate 300 00:20:01.113 --> 00:20:03.285 and total defense rate, you can get these 301 00:20:07.178 --> 00:20:10.952 The defense rate gradually increases 302 00:20:11.409 --> 00:20:15.389 Player HP Formula and Effective HP Setting 303 00:20:16.389 --> 00:20:23.441 Let's formulate the player's HP 304 00:20:25.073 --> 00:20:28.073 At first, you can input dummy data 305 00:20:28.358 --> 00:20:32.251 and create formulas one by one 306 00:20:33.438 --> 00:20:38.318 Please input values ​​that you think are appropriate for level 1 307 00:20:39.229 --> 00:20:41.943 The three most important values ​​are 308 00:20:42.153 --> 00:20:44.014 defense, attack, and HP 309 00:20:44.015 --> 00:20:46.459 Attack is usually calculated as attack power per second 310 00:20:47.398 --> 00:20:51.154 If the levels are 1, 2, 3, 4, 5 311 00:20:51.433 --> 00:20:53.987 and there is defense, attack, and HP, then HP is empty 312 00:20:54.510 --> 00:20:58.275 so create data like 1,000 313 00:20:59.034 --> 00:21:02.792 After inputting a very simple formula, drag or double-click 314 00:21:02.793 --> 00:21:05.734 Since this is dummy data, I will use a very simple formula 315 00:21:06.314 --> 00:21:10.239 The formula used in the lecture is not a cubic equation 316 00:21:10.240 --> 00:21:11.759 but a simple formula of 317 00:21:11.761 --> 00:21:12.925 previous stamina plus 150 318 00:21:13.399 --> 00:21:16.356 which increases the stamina by 150 319 00:21:16.356 --> 00:21:20.627 Then, when you go from level 1 to 10 and up to 20 320 00:21:20.627 --> 00:21:24.988 the stamina will move from 1000 to 3850 321 00:21:25.314 --> 00:21:27.107 1000, 1150, 1300 322 00:21:27.107 --> 00:21:31.214 It will have values ​​that simply increase like this 323 00:21:31.674 --> 00:21:34.364 Let's create this dummy data 324 00:21:34.982 --> 00:21:40.224 and set the player's stamina from level 1 to 100 325 00:21:41.993 --> 00:21:44.843 Let's find the effective HP 326 00:21:45.360 --> 00:21:51.257 that reflects the defense rate according to the defense power by level 327 00:21:51.754 --> 00:21:53.831 There are three tables 328 00:21:54.529 --> 00:22:00.132 This also has levels for sampling balancing 329 00:22:01.012 --> 00:22:02.210 and the remaining stats 330 00:22:02.210 --> 00:22:03.648 Let's start with the first table 331 00:22:03.648 --> 00:22:04.974 The table at the top 332 00:22:05.532 --> 00:22:09.946 shows the levels 1, 20, 40, 60, 80, and 100 333 00:22:10.234 --> 00:22:15.820 and the play stages are the same as 1, 20, 40, 60, 80, and 100 334 00:22:16.442 --> 00:22:18.126 So, the reason for doing this 335 00:22:19.009 --> 00:22:23.298 is to match the level of the friendly character and the stage of the play 336 00:22:23.298 --> 00:22:26.487 So, a level 20 character can clear 20 stages 337 00:22:26.867 --> 00:22:29.668 and a level 40 character can clear 40 stages 338 00:22:30.237 --> 00:22:32.215 So the basic HP 339 00:22:32.509 --> 00:22:35.275 1,000, 3,850, 6,850 340 00:22:35.785 --> 00:22:38.896 9,850, 12,850, 15,850 341 00:22:39.138 --> 00:22:42.415 It will increase like this according to the formula we set earlier 342 00:22:42.938 --> 00:22:46.581 And in the end, we get the HP that reflects the defense rate 343 00:22:47.455 --> 00:22:49.592 To get effective HP 344 00:22:50.177 --> 00:22:53.234 we need the defense rate to match the total defense 345 00:22:54.113 --> 00:22:59.072 The effective HP is the HP of 1 minus the total defense rate 346 00:23:00.792 --> 00:23:08.001 The effective HP at level 1 is 1 minus 0.46/1865 347 00:23:08.001 --> 00:23:09.482 and so on 348 00:23:09.653 --> 00:23:11.272 So, if you look at the defense 349 00:23:11.747 --> 00:23:12.898 Total defense 350 00:23:13.697 --> 00:23:19.186 On level 1, 20, 40, 60, 80, 100, total defense is 865, 1,518 351 00:23:19.775 --> 00:23:20.984 2648 352 00:23:21.235 --> 00:23:22.586 44388 353 00:23:22.726 --> 00:23:23.883 5928 354 00:23:23.884 --> 00:23:25.782 and 8668 355 00:23:26.474 --> 00:23:28.294 Then the defense rate is calculated based on the defense 356 00:23:29.899 --> 00:23:34.750 As I said, the total defense rate is 357 00:23:35.781 --> 00:23:38.944 for example, if the defense constant is 1000 358 00:23:39.153 --> 00:23:42.410 the defense power plus the defense power divided by the defense constant 359 00:23:42.410 --> 00:23:44.193 is calculated as follows 360 00:23:44.354 --> 00:23:46.861 The defense rate is the same as the amount of damage absorbed 361 00:23:47.605 --> 00:23:49.321 so that you can do this 362 00:23:49.596 --> 00:23:51.957 It is a formula that converts defense power into defense power 363 00:23:52.634 --> 00:23:58.491 So the total defense rate is 46, 60, 73, 82, 86, and 90 364 00:23:59.037 --> 00:24:03.046 at levels 1, 20, 40, 60, 80, and 100 365 00:24:03.047 --> 00:24:06.001 which is the damage the shield absorbs 366 00:24:06.433 --> 00:24:09.763 This means the enemy's damage is blocked by 367 00:24:09.764 --> 00:24:13.823 46% of the shield at level 20 and 60% at level 20 368 00:24:13.824 --> 00:24:14.860 The defense rate is the shield 369 00:24:14.863 --> 00:24:15.612 It means how much it blocks 370 00:24:15.612 --> 00:24:17.767 and it blocks it in percentages 371 00:24:19.113 --> 00:24:22.380 So if you calculate it in total 372 00:24:23.591 --> 00:24:27.769 when the play stage is stage 1 20, stage 40 60 80 100 373 00:24:28.935 --> 00:24:38.535 and the basic HP is 1,000, 3,850, 6,850, 9,850, 12,850, and 15,850 374 00:24:39.121 --> 00:24:40.324 the calculation is given 375 00:24:40.553 --> 00:24:44.650 Effective HP is the HP of 1 minus the total defense rate 376 00:24:44.651 --> 00:24:47.826 Then, the defense rate reflects HP 377 00:24:47.827 --> 00:24:50.786 and real and effective HP is given 378 00:24:50.786 --> 00:24:54.600 Defense rate-reflected HP is ultimately effective HP 379 00:24:55.110 --> 00:24:56.536 Real HP 380 00:24:57.273 --> 00:25:02.192 So now, let's remove the defense and change the HP to effective HP 381 00:25:02.408 --> 00:25:05.103 Then, if the basic HP is 1000 382 00:25:05.104 --> 00:25:07.474 the defense is added together 383 00:25:07.481 --> 00:25:09.882 If you add them up, it becomes 1865 384 00:25:10.315 --> 00:25:15.085 and the 20th stage of level 20 is not 3850 but 9694 385 00:25:15.314 --> 00:25:17.922 not 6,850 but 24,989 386 00:25:17.922 --> 00:25:20.514 The real HP is 24,989 387 00:25:20.774 --> 00:25:23.166 Since you select the defense power 388 00:25:23.405 --> 00:25:27.886 you can obtain it by level 389 00:25:29.354 --> 00:25:33.477 So, if you express these things in a graph 390 00:25:33.478 --> 00:25:36.765 you can get real HP and effective HP that reflects the defense rate 391 00:25:36.766 --> 00:25:39.385 according to the defense power by level 392 00:25:40.474 --> 00:25:44.782 Let's check how many seconds you can survive 393 00:25:45.027 --> 00:25:49.844 against monsters on a specific stage based on effective HP 394 00:25:51.673 --> 00:25:54.376 While checking the time 395 00:25:54.702 --> 00:25:56.196 check if it is similar 396 00:25:56.863 --> 00:26:01.208 to the survival time you set before 397 00:26:02.078 --> 00:26:05.851 and if it is too different, it is a good idea to adjust the defense value again 398 00:26:05.856 --> 00:26:09.749 to match the set time to some extent 399 00:26:10.602 --> 00:26:13.629 I will explain it while looking at the table 400 00:26:14.243 --> 00:26:17.277 There is a level, and a play stage is set 401 00:26:17.277 --> 00:26:21.853 The level is 1, 20, 40, 60, 80 times 402 00:26:22.153 --> 00:26:23.127 and the player 403 00:26:23.721 --> 00:26:25.474 the friendly player, is the stage 404 00:26:25.474 --> 00:26:27.759 Play stage 1, 20, 40, 60, 80 405 00:26:27.760 --> 00:26:31.414 Let's assume that you play that stage at that level 406 00:26:32.274 --> 00:26:34.958 And we found the basic HP and effective HP 407 00:26:37.233 --> 00:26:44.659 1,000, 3,850, 6,850, 9,850, 12,850, and 15,850 are converted to effective HP 408 00:26:44.803 --> 00:26:51.138 and the defense is reflected, so it is changed to 1,865 409 00:26:52.074 --> 00:26:55.908 Then, for stages 1, 20, 40, 60, 80, and 100 410 00:26:56.521 --> 00:26:58.261 the values ​​for the boss monster's attack power per second 411 00:26:58.262 --> 00:27:01.827 and the normal monster's attack power per second are entered previously 412 00:27:01.842 --> 00:27:04.496 The boss monster's attack power per second is 300 for stage 1 413 00:27:05.039 --> 00:27:09.874 The normal monster's attack power per second is 210 414 00:27:10.433 --> 00:27:13.966 To know the survival time, you need the attack power per second 415 00:27:13.967 --> 00:27:16.669 of a specific stage boss and a normal monster 416 00:27:17.714 --> 00:27:20.666 The way to find the survival time for a monster is to divide 417 00:27:20.666 --> 00:27:23.797 the effective HP by the attack power per second 418 00:27:23.798 --> 00:27:24.726 For example 419 00:27:26.406 --> 00:27:31.038 when playing stage 1 with a player level 1 420 00:27:31.041 --> 00:27:33.391 the time to survive against a normal monster 421 00:27:34.274 --> 00:27:38.694 is 1,865/211 422 00:27:38.695 --> 00:27:40.649 8.83 seconds 423 00:27:40.914 --> 00:27:43.492 So you can find the effective HP 424 00:27:43.492 --> 00:27:45.252 divided by the attack power per second 425 00:27:48.072 --> 00:27:55.506 Let's find the effective HP that reflects the defense rate according to the defense power by level 426 00:27:56.274 --> 00:28:00.632 For example, let's find the time to survive against 427 00:28:00.815 --> 00:28:06.315 a normal monster when playing stage 1 in a situation where the player is level 1 428 00:28:09.202 --> 00:28:11.791 There are 1,865 and 211 429 00:28:12.501 --> 00:28:13.327 211 430 00:28:13.327 --> 00:28:17.893 Let's divide the normal monster's attack power per second 431 00:28:21.634 --> 00:28:25.611 We can make 1,865/211 of the normal monster's attack power per second 432 00:28:25.613 --> 00:28:28.544 into effective HP 433 00:28:28.993 --> 00:28:32.575 Then, we can survive for 8.83 seconds 434 00:28:33.661 --> 00:28:37.382 The effective HP of 1,865 435 00:28:38.055 --> 00:28:42.814 means we can survive for 8.83 seconds without doing anything 436 00:28:43.358 --> 00:28:47.472 So let's find it once by level and stage 437 00:28:48.206 --> 00:28:50.321 The levels are 1, 20 438 00:28:50.321 --> 00:28:52.604 40, 60, 80, and 100 439 00:28:52.607 --> 00:28:56.119 and the playing stages are 1, 20, 40, 60, 80, and 100 440 00:28:56.793 --> 00:29:03.398 The basic HP is 3,850, 6,850, 9,850, 12,850, 15,850 441 00:29:03.399 --> 00:29:04.707 When calculating the effective HP 442 00:29:05.363 --> 00:29:08.805 it was 1,865, 9,694, 24,989 443 00:29:09.714 --> 00:29:15.493 54,564, 89,025, and 153,238 444 00:29:16.233 --> 00:29:19.604 You can calculate the time in seconds by the time it takes 445 00:29:19.987 --> 00:29:25.239 to survive against one normal monster and the time it takes to survive against a boss monster 446 00:29:25.239 --> 00:29:30.653 This would be the effective HP of the monster's attack power per second 447 00:29:30.654 --> 00:29:34.903 So if this is the effective HP of the normal monster's attack power per second 448 00:29:35.473 --> 00:29:38.986 you can calculate the time it takes to survive against a normal monster 449 00:29:39.242 --> 00:29:42.412 If it is the effective HP of the boss monster's attack power per second 450 00:29:42.799 --> 00:29:45.753 you can calculate the time it takes to survive against a boss monster 451 00:29:46.073 --> 00:29:47.693 This way 452 00:29:47.809 --> 00:29:49.398 when you do nothing 453 00:29:49.398 --> 00:29:52.264 you can check the survival time 454 00:29:52.966 --> 00:29:59.814 Distributing stamina according to the playtime of RPG battles 455 00:30:00.484 --> 00:30:04.786 There is no big difference compared to the survival time 456 00:30:05.276 --> 00:30:06.686 that was initially set 457 00:30:06.690 --> 00:30:11.004 So, we can think that the set numerical balance is appropriate now 458 00:30:12.154 --> 00:30:15.687 The survival time target number that was initially set was entered as dummy data 459 00:30:15.688 --> 00:30:18.003 As 1, 20, 40, 60, 80, and 100 460 00:30:18.004 --> 00:30:19.455 the time to survive against normal monsters 461 00:30:19.458 --> 00:30:21.148 the time to survive against boss monsters 462 00:30:21.148 --> 00:30:24.926 and various other dummies were entered and they are similar 463 00:30:24.927 --> 00:30:25.927 Since they are similar 464 00:30:28.095 --> 00:30:32.681 and appropriate, we can raise or lower them according to the intention of the planning 465 00:30:33.555 --> 00:30:37.334 Depending on the planning intention, we can set the survival time by comparing it to the dummy data 466 00:30:38.113 --> 00:30:42.148 adjust the values ​​so that they do not deviate significantly from the set survival time 467 00:30:42.149 --> 00:30:44.766 and adjust the balance 468 00:30:45.396 --> 00:30:49.053 Let's organize the character and monster values 469 00:30:49.900 --> 00:30:51.807 Level, defense 470 00:30:52.416 --> 00:30:56.160 attack power, range, critical hit probability, critical hit damage 471 00:30:56.161 --> 00:30:58.654 if it is 150, means 150% 472 00:30:59.514 --> 00:31:03.276 I will now give 1.5 times more than the normal attack 473 00:31:03.729 --> 00:31:08.424 There will be various values ​​such as HP, mana, movement speed, and vision 474 00:31:10.115 --> 00:31:14.754 Abilities such as range, movement speed, and vision may have limitations when working with Excel 475 00:31:15.975 --> 00:31:18.644 Character abilities include various abilities 476 00:31:18.876 --> 00:31:22.249 that affect battles, defense, and attack power 477 00:31:22.936 --> 00:31:26.048 Equipment and various items can also affect these abilities 478 00:31:26.049 --> 00:31:28.721 and can increase or decrease 479 00:31:29.033 --> 00:31:31.065 I will skip this in this lecture 480 00:31:32.479 --> 00:31:37.436 And let's take a look at the table by monster type 481 00:31:38.563 --> 00:31:40.477 As we did in the previous lecture 482 00:31:40.491 --> 00:31:43.380 there may be a correction value depending on the monster type 483 00:31:43.381 --> 00:31:44.537 By multiplying the correction value 484 00:31:45.343 --> 00:31:47.745 by the standard ability value set earlier 485 00:31:47.745 --> 00:31:50.844 you can create a variety of abilities depending on the monster type 486 00:31:50.845 --> 00:31:52.960 For example, if it is a balanced type 487 00:31:53.495 --> 00:31:57.277 if the weight is 1 for HP, defense, per second, and attack power 488 00:31:57.278 --> 00:31:59.755 then it is multiplied by 1 in the basic table 489 00:32:01.003 --> 00:32:04.772 and if it is a HP type, it is 2, defense 0.5, and attack per second 1 490 00:32:04.773 --> 00:32:08.070 In this way, the value is multiplied by 2 for HP, 0.5 for defense 491 00:32:08.613 --> 00:32:11.343 and 1 for attack power per second 492 00:32:11.351 --> 00:32:18.823 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 493 00:32:20.803 --> 00:32:23.172 In addition to attack power, HP, and defense 494 00:32:23.677 --> 00:32:24.677 you can add movement speed 495 00:32:25.335 --> 00:32:26.901 and other abilities 496 00:32:27.242 --> 00:32:29.711 to add variety to the monsters 497 00:32:31.022 --> 00:32:33.734 Let's look at the actual implementation in the game 498 00:32:34.516 --> 00:32:38.349 The balance work done with Excel is just the beginning 499 00:32:38.472 --> 00:32:41.012 I'm not saying you shouldn't do it with Excel 500 00:32:41.542 --> 00:32:42.926 but you have to do it 501 00:32:42.927 --> 00:32:44.610 Otherwise, you can't even start 502 00:32:44.934 --> 00:32:47.469 However, play testing is the most important 503 00:32:48.915 --> 00:32:52.419 In the current game, the corresponding values ​​are somewhat correct because there are no variables 504 00:32:52.427 --> 00:32:55.818 but in the case of action RPG games, there will be many variables 505 00:32:56.563 --> 00:32:59.238 That's why it would be best to create a test version yourself 506 00:32:59.238 --> 00:33:01.721 and create a virtual AI 507 00:33:01.721 --> 00:33:05.391 to actually fight with your characters and enemies 508 00:33:05.391 --> 00:33:08.145 and create such a simulato 509 00:33:08.145 --> 00:33:10.655 It would be good to create an automatic battle simulator 510 00:33:11.266 --> 00:33:14.400 If that's a bit difficult, you can assume you're not very good 511 00:33:14.401 --> 00:33:16.852 and play as a bad player 512 00:33:17.643 --> 00:33:22.565 It's necessary to place monsters and check if the difficulty is appropriate 513 00:33:23.622 --> 00:33:27.872 So you have to place the desired monsters for each stage 514 00:33:27.873 --> 00:33:29.613 adjust the player's starting position 515 00:33:29.616 --> 00:33:31.866 and do level design work like this 516 00:33:32.743 --> 00:33:34.912 You have to do a play test yourself 517 00:33:35.656 --> 00:33:37.339 through the actual Proter version guild 518 00:33:37.340 --> 00:33:40.219 or create an AI and plan the AI 519 00:33:40.662 --> 00:33:43.292 We need to run the virtual play in the simulator 520 00:33:43.293 --> 00:33:45.049 for an hour or two 521 00:33:45.224 --> 00:33:46.777 run it for a day or two 522 00:33:47.722 --> 00:33:52.089 and verify that the balance values ​​we set are correct 523 00:33:52.292 --> 00:33:53.540 for the actual play 524 00:33:53.922 --> 00:33:55.576 If it doesn't match 525 00:33:55.818 --> 00:33:58.727 you need to multiply the original Excel by 0.3 526 00:33:58.727 --> 00:34:01.430 0.2 527 00:34:01.430 --> 00:34:05.731 1.4, or some other specific number 528 00:34:05.731 --> 00:34:10.223 and adjust it to match the actual play test 529 00:34:10.224 --> 00:34:11.224 as a post-process 530 00:34:12.043 --> 00:34:14.486 The combat time measured in the lecture 531 00:34:14.487 --> 00:34:18.402 does not accurately consider the time the character moves 532 00:34:18.402 --> 00:34:20.953 and does not include things like evasion 533 00:34:21.300 --> 00:34:24.391 complex manipulation, defense, or blocking 534 00:34:24.906 --> 00:34:28.252 So, it is better to check various variables and play repeatedly 535 00:34:28.651 --> 00:34:32.422 to find the balance so that you can have fun 536 00:34:33.406 --> 00:34:35.723 Getting the defense and stamina of the player character 537 00:34:36.407 --> 00:34:37.588 First, adjust the numbers 538 00:34:37.588 --> 00:34:41.201 Adjusting the monster player numbers using Excel 539 00:34:41.563 --> 00:34:42.906 Second, creating the stage 540 00:34:42.906 --> 00:34:45.341 Using the game engine, place the monsters 541 00:34:45.341 --> 00:34:47.082 and create a level design tool using Unity or Unreal 542 00:34:47.083 --> 00:34:49.784 to place them or place them directly 543 00:34:50.483 --> 00:34:52.798 Place the objects and create the stage 544 00:34:53.243 --> 00:34:56.114 Test, play the stage you created directly 545 00:34:56.115 --> 00:34:58.328 or create a simulator to play test it 546 00:34:58.963 --> 00:35:03.360 Check for problems and difficulty errors, such as the stage being too difficult or too easy 547 00:35:03.963 --> 00:35:05.122 The most standard skill 548 00:35:05.122 --> 00:35:07.642 since most gamers or game planners are good at games 549 00:35:07.651 --> 00:35:09.152 they think they are not good at it 550 00:35:09.260 --> 00:35:11.575 and need to play a little bit stupidly 551 00:35:12.243 --> 00:35:14.308 It is good to keep repeating this process 552 00:35:14.665 --> 00:35:19.449 and try to achieve a perfect balance 553 00:35:21.203 --> 00:35:23.222 This is the end of this lecture 554 00:35:23.223 --> 00:35:24.918 Thank you for your hard work 555 00:35:24.918 --> 00:35:25.655 Thank you 556 00:35:26.535 --> 00:35:27.535 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 557 00:35:27.536 --> 00:35:28.536 It's a good idea to consider how long the player can survive on a specific stage 558 00:35:28.537 --> 00:35:29.537 Defense and HP of the player according to the survival time 4 defensive equipments increase the dodge power: helmet, top, bottom, shoes, and accessories 559 00:35:29.538 --> 00:35:30.538 By equipping these elements, the defense of the friendly character increases and can be obtained within the stage 560 00:35:30.538 --> 00:35:31.538 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%) 561 00:35:31.539 --> 00:35:32.539 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 562 00:35:32.540 --> 00:35:33.540 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 563 00:35:33.541 --> 00:35:34.541 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) 564 00:35:34.542 --> 00:35:35.542 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) 565 00:35:35.543 --> 00:35:36.543 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 566 00:35:36.544 --> 00:35:38.223 Character and Monster Stats Character stats include defense, attack power, and other abilities that affect battles 567 00:35:38.223 --> 00:35:40.562 Equipment and various items can also affect these abilities and can increase or decrease 568 00:35:40.562 --> 00:35:41.746 Find the defense and HP of the player character 1. Adjust the values: Adjust the monster and player values ​​using Excel 569 00:35:41.746 --> 00:35:43.557 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 570 00:35:43.557 --> 00:35:45.999 4. Finding problems: Checking for difficulty errors such as the stage being too difficult or too easy