That's a huge margin! Is it correct, according to your vision?įrom what you've shown above, you've already got a reasonably complex attack power calculation, and HP is a flat property of the defender. This is important, because the enemy with the longer TTD wins the match if your Lv.6 enemy can be defeated in 3 turns, but your Lv.20 enemy can be defeated in 20, you've got a margin of 17 turns, assuming every turn is an attack. Time to Defeat = HP / (Attack Power / Attack Frequency) ![]() Time to Defeat(Defender) = HP(defender) / Damage Per Unit Time (attacker) What I've been taught is that, to balance encounters the 'Time to Defeat' of a given enemy is the thing you really want to design. Of course, if you're running something like a D20 system, this might not be tenable, you may want a flatter challenge curve. The way most games work, is after a certain point the Lv.6 enemy can only inflict scratch damage, but the higher-leveled player can one-shot the enemy. ![]() ![]() ![]() How long should it take a Lv.20 player to defeat a Lv.6 enemy? This is a deeper question that you will have the answer to, not me. Click to expand.You're missing some things.įirst, how much HP does your Lv.6 enemy have? The reason I ask is.
0 Comments
Leave a Reply. |