RPG Maker Forums

I love game balance. I love thinking about "how much damage should this do," or "how does it feel to use this." But I am terrible at getting started and I have absolute garbage math skills. I don't know how to create proper formulas, I don't know how to make skill damage/heals scale to be useful early and late game, I don't know exactly how much of what number give what stat and everything involved with balance. I just know "I think this should do this amount of damage," but don't know how to achieve it. I can just copy the basic default formulas that come with the database skills like "a.atk * 4 - b.def * 2" and "a.mat * 4 - b.mdf * 2", but that's not exactly useful when trying to achieve specific amounts of damage. I can kind of get around that by adding flat damage values to a skill, like "I think this skill should do about 300 damage at this time of the game" so I can put "300 + a.mat * 4 - b.mdf * 2" but that's not true balance, nor does it enable it to scale into late game where I want that skill to be able to do thousands of damage.

Where do I go to begin to learn these things and set up stat growth per level, balancing it with enemy stats and creating relevant and meaningful skills that remain useful from early game to end game? If I specifically want to learn how to use RPG Maker formula math for balancing my game properly, where should I go? I understand basic math and algebra so I understand formulaic equations and stuff, but not how to create or apply them to functional RPG mechanics. I especially want to be able to make creative and specialty formulas, like an ability for a tank class that does more damage depending on the actor's current target rate, or abilities that hit more times depending on the actor's current M.ATK or AGI and stuff like that. Creating sub stats like STR, VIT, INT and MND, where INT is for mages and MND is for healers. FFRK heavily inspires me, but I have idea how to translate some of their ideas into RPG Maker because I don't know how to use math properly.

Heck, I really like how FFXIV handles skills and abilities. They slap on a "potency" in the description and balance around that. This skill has 100 potency, and this skill has 150 potency, and that skill has 300 potency. Those 3 skills are just as useful at level 5 as they are at 80, and I wouldn't mind creating something like that in MV, making it very easy and clear to balance and communicate with the player. It's even got unique abilities like Spirit's Within that has a base potency that decreases the user's current HP drops.

Latest Threads

Latest Posts

Latest Profile Posts

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

Forum statistics

Threads
106,017
Messages
1,018,354
Members
137,801
Latest member
topsan
Top