i found excel very helpful for this.
could make a few columns have the players minimum, average, max stats
column for enemy stats.
make a few grids that mimic the damage formulas used for both player attacking enemy and enemy attacking player. ie. cell ( = B3 * 4 - F4 * 2 ) B3 would be a.atk and F4 would be b.def
then you would just change the stats numbers and the grid area would automatically update
its like simultaneously balance testing 120 skills both ways and you only have to change 8 numbers.
still need to do in game testing afterwords but thats moreso testing how the randomness of an encounter will play out while already knowing ahead of time the potential of each skill individually.
I'm finding it hard to set things up in excel myself.
Right now I have it calculating the average attack across all party members(with and without weapons) and a couple scaling monster DEF values(18, 22, 25, 30, etc). And then doing the base attack skill formula against all monsters. Not sure if this is really properly organized but learning.
Gettting the skill section is gonna be a pain.
having enemies use the same skills as actors only works if actors and enemies have comparable stats. if actors only have 100HP while normal enemies have 2500HP but both sides have the same attack and defense, ya going to need different skill set for enemies.
as a side note. depending on the engine (MV for sure can do this) you could have really long formula doing an if statement to check how much damage would be done, if over a desired amount just use the formula normally but if would be under the desired amount use different formula for simple flat value damage. this way 0 damage at higher levels just doesnt exist
When I first started normal enemies had about 100 HP. With stats in the ballpark of player stats. The Boss has a trunk of HP.
I realize the mistake I made yes I get that. But the topic was more about "Hey which solution is probably the best way to go about it" than asking "Hey how do I fix this". The most common suggestion is to just rip everything out and rebuild from scratch. The issue I'm finding now is getting the numbers to the point monsters die quickly so battles don't drag on but also don't do stupid levels of damage back at the players.
Edit; Taking Tiamat's advise into account I'm slowly trying to rig a sheet together to try and handle the quick math rather than test, record, tweak, test, record. Not sure if this is a good organization though.
