So

@Wavelength brought up a good point in this post (the thread in which I've foolishly closed lol)

Wavelength said:

Frostorm said:

In my game, DEF does the following:

**Increases Max HP by 1 per point**
**Reduces physical damage taken**
**Reduces chance to receive a Critical Strike**
- Increases Block chance with a shield

So, I'd be very careful about using this kind of design. Essentially, characters become exponentially more powerful as their DEF increases, because not only do you have (for example) 5% more HP, but you also take 5% less damage and critical hits 5% less often.

I think you've mentioned your STR stat improves not only damage dealt, but also Crit Chance and Crit Multiplier? So this kind of design is very tricky, because each point of it is worth far more than previous points. Multiplying 100 damage by 105% (an arbitrary amount I chose for the purpose of example) three times for a 1 point gain in STR increases that damage to 116: a 16-point gain. Once you've gained 9 points it's 373 damage, and the 10th point would bring it to 432: a whopping 59-point gain!

The compounding effects aren't quite as strong with defensive stats because raw damage will shrink at a slower rate with each compounding factor, but you still have to be careful about the "triple accumulation" of effects that serve a similar purpose (allowing you to endure more hits) for such effects as Increased MHP + Reduced damage taken + Increased Crit Resistance.

I figured this post would fall close enough under the topic of "synergistic design" and could apply to other projects, not just mine. My question is this: How do you go about balancing your stats mathematically when they do multiple things while each thing they do may or may not be a variable in all situations?

Using the stats in my project as an example:

**Strength**
- Increases physical damage dealt (double Dexterity's effectiveness)
- Increases Critical Strike multiplier by 1% per point

**Intellect**
- Increases magical damage dealt
- Increases spell Crit & Hit chance by 0.1% per point
- Increases spell Critical Strike multiplier by 1% per point

**Dexterity**
- Increases physical damage dealt (half Strength's effectiveness)
- Increases Counter, Crit, & Hit chance by 0.1% per point

**Constitution**
- Increases Max HP by 1 per point
- Reduces physical damage taken
- Reduces chance to receive a Critical Strike by 0.1% per point
- Increases Block chance with a shield by 0.1% per point

**Willpower**
- Increases Max MP by 1 per point
- Reduces magical damage taken
- Increases healing received by 0.1% per point
- Increases spell Resist chance by 0.1% per point

**Speed**
- Hastens turn order
- Increases starting Focus
- Increases movement range
- Increases Dodge chance by 0.1% per point

A good dev's goal should be to make every stat useful and ideally equally valuable, in my opinion. With that in mind, how do you guys go about balancing the value of your games' base stats?

Let's take a look at Strength vs Dexterity for instance. Notice how I mentioned that they both increase physical damage, but STR does so at twice the rate of DEX. This is reflected in the damage formula of most of my physical skills (e.g. "normal" Attack:

**(a.atk + a.atk + a.agi) / 3**).

So let's say our hero has

**10 STR** and

**10 DEX**, this means his normal Attack would deal

**10** damage. We also have to take his Critical Strike

__chance__ and Critical Strike

__multiplier__ into account since those are affected by DEX and STR respectively. Again, I will use the values in my project for consistency. Base crit chance is

**5%** and base crit multiplier in my game is

**1.5x** instead of MV's default 3x multiplier.

Formula provided by

@Wavelength:

`normal_dmg * (1 + (crit_chance * extra_crit_multiplier))`

Plugging in the numbers:

`((10 + 10 + 10) / 3) * (1 + ((0.05 + (10 * 0.001)) * (1.5 + (10 * 0.01))))`

Which simplifies to:

`10 * (1 + (0.06 * 1.6)) = 10.96`

We can round this to

**11** damage. So now we have our baseline for which we can compare against incremental stat increases.

Ok, now let's boost our hero's STR by 10 and compare it to increasing his DEX by 10.

20 STR & 10 DEX:

`((20 + 20 + 10) / 3) * (1 + ((0.05 + (10 * 0.001)) * (1.5 + (20 * 0.01))))`

`= 16.67 * (1 + (0.06 * 1.7)) =`

**18.37**
10 STR & 20 DEX:

`((10 + 10 + 20) / 3) * (1 + ((0.05 + (20 * 0.001)) * (1.5 + (10 * 0.01))))`

`= 13.33 * (1 + (0.07 * 1.6)) =`

**14.83**
So in terms of raw damage, STR wins (a result I was expecting). Of course, this didn't take into account DEX's other secondary effects, which affect Hit and Counter chance in addition to the Crit example above. Basically, the question to ask is:

*Are the boosts to Hit & Counter enough to make DEX as valuable as STR?*
If years of playing WoW has taught me anything, it's that Hit % should not be underestimated. 1% Hit is almost always worth more than 1% Crit, and that's assuming a 2x multiplier! (at least before you're Hit capped) Counter is also basically a free attack when you're hit by an enemy.

From a design standpoint, my goal's with DEX was to not just make it useful as an offensive stat, but also secondarily as a semi-defensive stat as well, hence its effect on Counter chance.

I think

@Wavelength's initial point was that the offensive stats (at least in the way I have it setup) might end up being more valuable than the defensive stats. This is why I tried to give DEF & MDF so many secondary effects, in order to increase their value to something closer to STR/DEX/INT. Whether it'll be enough or is overkill remains to be seen, something further testing will eventually reveal. He also cautions the use of compounding effects, such as my use of +Max HP, reduced physical damage, +block chance, and crit evasion all wrapped up in the Constitution (DEF) stat. I hope this was as educational for you as it was for me!

Edit: I wanted to add that my game utilizes armor scaling for defensive calculations (i.e. damage mitigation via DEF & MDF). The formula being a modified version of Yanfly's:

`value *= (100 + target.level) / (100 + armor)`

(where "armor" is DEF or MDF)

Obviously, this means DEF & MDF will become less and less effective as you stack more of it. This was another factor that led me to add all those secondary effects to these stats, in the hopes that they would remain valuable despite the diminishing returns.

PS: Do you guys think my stats are balanced overall? If not, how so? How do you design your stats and what do they affect? Do they multiply synergistically with each other like my STR/DEX example?