Adventurer Scaling
previous totals add so level 3 = 162-50 for that levels exp
Level
Max HP
Max MP
Attack
Defense
M.Attack
M.Defense
Agility
Luck
XP To Acquire Level (Total)
XP To Level
1
450
90
16
16
16
16
32
32
0
2
500
100
18
18
18
18
35
35
50
50
3
550
110
19
19
19
19
37
37
162
112
4
600
120
20
20
20
20
40
40
366
204
5
650
130
21
21
21
21
42
42
695
329
6
700
140
23
23
23
23
45
45
1180
485
7
750
150
24
24
24
24
47
47
1852
672
8
800
160
25
25
25
25
50
50
2742
890
9
850
170
26
26
26
26
52
52
3879
1137
10
900
180
28
28
28
28
55
55
5296
1417
11
950
190
29
29
29
29
57
57
7019
1723
12
1000
200
30
30
30
30
60
60
9080
2061
13
1050
210
31
31
31
31
62
62
11505
2425
14
1100
220
33
33
33
33
65
65
14322
2817
15
1150
230
34
34
34
34
67
67
17559
3237
16
1200
240
35
35
35
35
70
70
21240
3681
17
1250
250
36
36
36
36
72
72
25391
4151
18
1300
260
38
38
38
38
75
75
30036
4645
19
1350
270
39
39
39
39
77
77
35198
5162
20
1400
280
40
40
40
40
80
80
40899
5701
21
1450
290
41
41
41
41
82
82
47161
6262
22
1500
300
43
43
43
43
85
85
54004
6843
23
1550
310
44
44
44
44
87
87
61446
7442
24
1600
320
45
45
45
45
90
90
69507
8061
25
1650
330
46
46
46
46
92
92
78201
8694
26
1700
340
48
48
48
48
95
95
87547
9346
27
1750
350
49
49
49
49
97
97
97557
10010
28
1800
360
50
50
50
50
100
100
108247
10690
29
1850
370
51
51
51
51
102
102
119628
11381
30
1900
380
53
53
53
53
105
105
131711
12083
These stats are preitems, so I would run a test fight with a level 1 monsters I want with a unarmed player of this class and see how it fairs (it should win as its a level 1 v level 1 monster) but it may take a little longer then anticipated (this is where items come in).
Now once you know how the outcome of that fight happened (you took too much damage / did way too little) you can then incorporate the basic items with stats such as a "wooden sword +4 attack" then test fight again, it seemed to go a fair bit quicker this time, so you now have your base for that level.
Its the balance between balancing items and nerfing / buffing your monsters that gets complicated, its a case of "do you add 10 attack to a weapon" or "add 7 attack to a weapon and 2 defense / 10 hitpoints on the monster" - it depends on your scaling of items you want etc.
This also now allows you to know if you put up your monsters hitpoints by 50 and defense by 5 (depending on your games damage formulas) you would need your weapons scaling attack to be X (depending on formula) to do appropriate amount of damage to trash.
One thing, if you have 'legendary' style gear, I avoid balancing heavily around these, (these are higher then average stated gear for your level, and can take awhile to obtain but balancing round these can make the average joe player struggle in fights)
Also boss balancing isn't as simple, if you aren't just a tank and spank game ( each optional boss in my game will be approached as its own battle, balanced around various conditions (such as certain items to weaken it etc.)
so yeah, I know its a wall of text, but wanted to give an insight of how I start off my balancing and curious to
how you guys approach it! in case there are ways that inspire meee
