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I would like to know what steps you all have taken to balance out the weapons portion of your game. For example, I don't like the idea of having 15 different swords that all get stronger from town to town. I like the idea of having a set amount of weapons, all of them different and useful in their own way (kind of like how weapons work in Dark Souls series, they all are different and useful depending on the situation). So in order to balance my own game, I created 24 different weapons and give them their own stat modifiers based on weapon class and type.
My basic weapon class/type information is below and I wouldn't mind having some opinions regarding balance for my own ideas. I've divided weapons into the following types, and I'll put the traits next to them:
Light: Evade +2%, Hit Times +1
Finesse: Crit +2%, TP charge *125%, Dual-wield, Hit Times +1, Counter +5%
One hand: Evade +3%
Two hand: Phy Dam *110%, Seal Off-hand
Heavy: Crit +3%, AGI *80%, Hit -2%, Phy Dam *110%
Range: Evade -2%
Simple: Hit +3%
Advanced: Hit +3%, Phy Dam *110%
A particular weapon could be a combination of these types (i.e. Heavy Crossbow is Two Hand/Heavy/Range/Advanced). For some more background, my character classes parameters range in: Hit % 94-98, Evade % +1-8, and Critical % +4-12. Also, I think I should point out that my weapons are primarily labeled as Light, Finesse, 1H, and 2H; they can be further typed by Heavy, Ranged, Simple, and Advanced <these last 4 types are only conveyed through the stat modifiers.
I'm going for some semblance of realism when it comes to how a weapon affects a characters ability to use said weapon in battle. If you were to look at these traits from a semi-realistic point of view, do the traits seem to align with the weapon type?
So again, I'm interested in hearing what steps you've taken to create balanced weapon systems in your own game, and I'm interested in hearing your opinion of what I'm doing in my game as well. Thank you.
EDIT: I changed the traits attached to the weapon types.
EDIT 2: I changed my question to hopefully allow for broader discussion.
My basic weapon class/type information is below and I wouldn't mind having some opinions regarding balance for my own ideas. I've divided weapons into the following types, and I'll put the traits next to them:
Light: Evade +2%, Hit Times +1
Finesse: Crit +2%, TP charge *125%, Dual-wield, Hit Times +1, Counter +5%
One hand: Evade +3%
Two hand: Phy Dam *110%, Seal Off-hand
Heavy: Crit +3%, AGI *80%, Hit -2%, Phy Dam *110%
Range: Evade -2%
Simple: Hit +3%
Advanced: Hit +3%, Phy Dam *110%
A particular weapon could be a combination of these types (i.e. Heavy Crossbow is Two Hand/Heavy/Range/Advanced). For some more background, my character classes parameters range in: Hit % 94-98, Evade % +1-8, and Critical % +4-12. Also, I think I should point out that my weapons are primarily labeled as Light, Finesse, 1H, and 2H; they can be further typed by Heavy, Ranged, Simple, and Advanced <these last 4 types are only conveyed through the stat modifiers.
I'm going for some semblance of realism when it comes to how a weapon affects a characters ability to use said weapon in battle. If you were to look at these traits from a semi-realistic point of view, do the traits seem to align with the weapon type?
So again, I'm interested in hearing what steps you've taken to create balanced weapon systems in your own game, and I'm interested in hearing your opinion of what I'm doing in my game as well. Thank you.
EDIT: I changed the traits attached to the weapon types.
EDIT 2: I changed my question to hopefully allow for broader discussion.
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