Quick Settings Specifics?/Suggestions for creating stat ranks?

UniWav

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I am considering using the "quick settings" to do a rank system, i could just make my own ranges for this kind of thing but i'm curious as if anyone knows how the quick settings work (like, what are the specific ranges for the A B C D E are?)

Being honest seeing how seemingly nobody has asked this before, and how from what i've searched there isn't any info on it, plus there apparently being no way to search this within the engine i doubt this can be answered to any extent, so as a secondary question so that this isn't so meaningless any suggestions on how to create some stat ranks with similar stats to the average stat curves from the average "new class" (450 to 5350 mhp 90 to 1070 mmp 16 to 138 atk 16 to 138 def 16 to 138 mat 16 to 138 mdf 32 to 277 agi 32 to 277 luk) while also making it just simple constant increases that don't break the balance much?

I'm not really good with creating stat curves honestly so knowing either could help me make something at least decent.
 

Heirukichi

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I am considering using the "quick settings" to do a rank system
What do you mean by this? Are those you are looking for stat curves for actor classes? Are they for equipment?

From a mathematical standpoint, you have 10 variables and only something like 5 inequalities to solve the system. It goes without saying that you obtain a whole space of solutions (and it is a space with more than 3 dimensions). It is impossible to answer that question with a simple two dimensional function such as a stat curve. There are more things you have to set before being able to obtain that, or you could start from that function picking it randomly and adjust everything else accordingly. Either way, it is something that does not has a unique and definite solution.

If you want help with that, you have to provide a lot more details. If you do not, I can only tell you to grab a pen, write on a piece of paper each and every equation that should work in your game, and calculate the resulting function (it will be a function with 5 independent variables though).
 

UniWav

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What do you mean by this? Are those you are looking for stat curves for actor classes? Are they for equipment?

From a mathematical standpoint, you have 10 variables and only something like 5 inequalities to solve the system. It goes without saying that you obtain a whole space of solutions (and it is a space with more than 3 dimensions). It is impossible to answer that question with a simple two dimensional function such as a stat curve. There are more things you have to set before being able to obtain that, or you could start from that function picking it randomly and adjust everything else accordingly. Either way, it is something that does not has a unique and definite solution.

If you want help with that, you have to provide a lot more details. If you do not, I can only tell you to grab a pen, write on a piece of paper each and every equation that should work in your game, and calculate the resulting function (it will be a function with 5 independent variables though).
I was just wondering if anybody knew how the quick settings worked, or if it was possible to check it or change it (like for example when setting a stat randomly with any of the quick settings what are the predefined ranges for each one of them from level 1 to level 99 with the stats, which would be rather hard to document anyways), but since that seems impossible i actually came to the conclusion to just do it by calculating based on the default class, for example, it has 450 HP at level 1, so if i want to make 5 tiers for that i just divide it by the promedium (3) and multiply it by 1, 2, 3, 4 and 5, then repeat with the level 99 stats for each rank, it is a bit unbalanced but since i can just not use the incredibly low ranks i set up i can keep stats somewhat consistent, with that i think i should be fine balancing the equipment, enemies, and the skills based on it on an accurate enough manner.
 

Heirukichi

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what are the predefined ranges for each one of them from level 1 to level 99 with the stats
You can actually select level 1 and once you select the quick setting you want (either A, B, C, D or E), note down the value, and then select level 99 and repeat the process. You should be able to see how they scale, the scaling function is linear so it is just
Code:
StatValue = ((Lv99Value - Lv1Value) / 99) * Lv + Lv1Value
This, however, does not change the fact that you have to solve the equations I mentioned above to be able to balance your game. There is no balancing without math involved. It is not something too complex, it mostly involves multiplication and addition, but you still have to solve many equations, no matter what.

An example of what I mean is the answer to this question:
Heirukichi said:
How much health should your enemies have if the average battle length is 5 turns?
If you start thinking about a possible answer, I am sure you will find out that there are infinite possible answers, and all of them are correct. Your average enemy could have from 16 to 20 HP and each party member could deal 1 damage per hit (this means a 4 members team can kill them in 5 turns), or the very same enemy could have 5 hp and your party only consist of a single member. But your enemy could even have 10.000.000 HP and each party member (4 members team) could deal 500.000 damage per hit. All of these answers are correct if you are answering that question.

In the end, what you should do is this:
  1. decide how many turns your average battle should last;
  2. calculate how many levels you want in your game (if you want less than 99 levels you have to take that into account), you should calculate this based on your average game length;
  3. leave around 1/4 of your total levels as an extra (the player might not want to grind too much) and consider only the remaining part (if you have 60 levels, you only consider level 45 as the maximum level for average enemies);
  4. pick a more or less arbitrary value for each stat for a dummy enemy that is half way toward the level you obtained from the previous calculation;
  5. decide how long (in terms of levels) that enemy should represent a decent challenge and when the player is supposed to beat it;
  6. calculate player total stats based on that.

When you calculate player stats there are a few things you should take into account as well.
  • As soon as that enemy becomes beatable the player should do just enough damage to kill it, while taking a lot of damage in the process, enough to keep the party alive, but just barely alive.
  • When the party is supposed to be at the expected level, the player should be able to experience the very average battle I mentioned above, and the fight should last exactly that amount of turns.
  • When the enemy is an easy fight, but still represents a challenge, the party should have enough damage to kill it in less than the average number of turns, but the enemy should still be capable of weakening the party to a certain extent.
  • When it no longer represents a challenge, the party should be able to recover all the resources that the fight takes (mana, health, anything) before the fight ends.

These are the so called "breakpoints". Of course, it is no easy to plan all of them, but if you plan these four for at least one dummy enemy, you are able to get the correct value for your parameters at four different points in the game, and those should be more than enough (I say more than enough because you actually only need 3 of them) to calculate your power curve for each parameter. Perfection is not required either, just pick a curve that approximately hits all those points you calculated, and you should be ready to go.

Of course, that curve is for your TOTAL party statistics, the value you obtain includes ALL your party members, their skills, their base parameters (those you get from classes) and their equipment. Deciding how to split that value into these different field is up to you and it heavily depends on what kind of game you want to make, there is nobody who can help you with that.
 

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