Finding the Sweet Spot: Item Stats in ratio to Character Stats

Joined
Nov 16, 2016
Messages
16
Reaction score
1
First Language
English
Primarily Uses
Hello, all--


As I've been messing with my test games, I've been trying to see where the ideal balance lies between intrinsic stats (those are permanently attached to characters)  and equipment stats.


I've been playing with a loose 50/50 balance for the most part (at any given level, a character wearing the platonic ideal of level-appropriate gear will get half their stats from each side), but wondering what a tilt toward more powerful equipment (say, 60/40 or even 70/30) would feel like to the player... I don't want the leveling and equipping process to be a completely predictable, anodyne curve that never has any exciting spikes, and I don't want new pieces of gear to always be uninteresting increments above what came before. 


But, at the same time, I don't want players to feel entirely at the mercy of their gear, and I don't want the gaining of character levels to be regarded as totally uninteresting, statwise. 


Does anyone have any personal theories, any formulas, any rules of thumb on this subject?


Thanks!
 

Oddball

Veteran
Veteran
Joined
Sep 4, 2014
Messages
1,924
Reaction score
535
First Language
English
Primarily Uses
N/A
i have somewhere in the upper single digits to uper teens for armor stats. the better peices decreasing agi (in an atb system) or offensive stats


i also have this as my combat formula for offensive skills


((a.atk*2 - a.tp*4))*14/((b.def*2))


what does this do? it makes equipment more important in damage sense i have static stats throughout the game. it also lets stat drops/buffs on opponents be more significant


though in my game equipment is more customizing charecter builds than leveling up gear, making all gear usefull at most points in the game
 
Last edited by a moderator:

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
13,528
Reaction score
14,261
First Language
English
Primarily Uses
RMVXA
I think it honestly depends on many factors. How frequent and fast are level ups in your game? If they come about every 5 minutes, you can probably make level ups a higher percentage of the stats, as the player will see improvement from that really quickly. However, if level ups are as rare as diamonds, then you will probably need to make equipment a high percentage of your stats, just so the player feels like they are improving still.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
There are several threads on balancing, either here in General Discussion or in Game Mechanics Design which you may find give you a wide range of opinions.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
The biggest debate we need to complete on which is better, Waffles or Pancakes?
rux
How is it going? :D
Day 9 of giveaways! 8 prizes today :D

Forum statistics

Threads
106,048
Messages
1,018,545
Members
137,834
Latest member
EverNoir
Top