- Joined
- Aug 7, 2013
- Messages
- 1,338
Hi,
So I've seen plenty of mapmakers balance a hero's stats by making sure that the total points they gain each level is the same across all heroes, or that in their final level, all heroes have the same total stat points, but different distributions.
Using a custom based stat/growth system however doesn't necessarily afford that way of balance (whether it's a good way to balance things or not), especially if using some non-deterministic stat growth (e.g. Fire Emblem).
So suppose I am using a non-deterministic system for stat growth. Should I just simulate the values for n levels and eyeball them?
Or actually calculate the average stats for each level and then tune it accordingly?
So I've seen plenty of mapmakers balance a hero's stats by making sure that the total points they gain each level is the same across all heroes, or that in their final level, all heroes have the same total stat points, but different distributions.
Using a custom based stat/growth system however doesn't necessarily afford that way of balance (whether it's a good way to balance things or not), especially if using some non-deterministic stat growth (e.g. Fire Emblem).
So suppose I am using a non-deterministic system for stat growth. Should I just simulate the values for n levels and eyeball them?
Or actually calculate the average stats for each level and then tune it accordingly?