QUOTE (MagitekElite @ Jul 28 2012, 12:37 AM)

Hello good forum!
I'm trying to get my demo ready for my beta testers but I found the battle system, HP set up and everything is unbalanced and makes the game way too fast, especially for the boss fights.
I've done some google searching, even with this forum, but can't seem to find anything. So I was hoping that maybe someone has some links for me, or could help me out?
Thanks!
MagitekElite~
Ok, first point:
what kind of battle system are you employing?
what kind of character growth are you employing?
If the answers are
standard damage calculation and
characters grow by means of EXP and gain level, I can give you a couple of advices.
I can read your question into two ways:
1. How damage calculation actually work?Damage calculation is a sort of
why???, since it's something not balanced at all. It's too simple to do 0 damage, with that crappy system.
When a character attacks, damage is calculated as
(ATK parameter - target DEF/2) * (attacker STR+20)/20, plus a random 15%.
This means that you can foresight damage done at that point from your characters. You want them to do about 150 damage with regular attacks? If their attack is 200, and their STR is 300, your target DEF should be 200 too. Just use the formula above.
As regards skills, things are more difficult, BTW the mechanism is similar:
skill damage is about
(skill power + ATK*skill atk force) - (target DEF/2*skill def force + target MDEF/2*skill def force)*K where K is
a parameter calculated as
(20 + STR*skill str force + DEX*skill dex force + AGI*skill agi force + INT*skill int force)/20.
My suggestion si to set only one of the last four parameters to a value different than 0, because a skill which draws power from both STR and AGI - or any other combination - would do loads of damage.
So, as a result, enemies HP should be set considering how much damage can your characters do at that point of the game. Make them defeatable into one to three turns for normal enemies, something more for bosses (I suggest at least five turns and no more than ten).
2. How can I make a boss encounter longer?First of all, remember that if yours is a level system, any boss will became ridicolous if the player decides to do a lot of battles to rise their characters' average level. I've got the same problem with one of my beta testers. I set a boss, meant for level 30, but when he reached it its party level was about 55, because of his mania of levelling up. As a result... no challenge.
BTW, first thing to do should be test the battle at the exact same level you plan for your party to reach that boss.
If you're employing an ATB or a standard battle system, and your party is composed by more than three elements, that could be a problem.
Usually, there something like no game in a four-against-one battle. If the player keeps on healing with one or two, and attacks with the reamining ones, the boss will surely got screwed in no time.
Alternative #1:If you can, give the boss the ability to attack two or more times (like in Final Fantasy III). There are some scripts which work well this way.
In that case, the encounter would become harsher enough to give it a fair time length; in addition, if you give them a healing skill, that boss will cure and attack in the very same turn, becoming even more challenging.
Alternative #2:Give the boss an ability which hit every single party member, such as Mass Darkness or stuff like that, and make they do that every three/four turns.
I hope this could prove useful.
If this wasn't the anwer you were looking for, just reply, maybe I could give some more advices...
Jens