Language…
17 users online:  Ahrion, Brutapode89, CroNo, Dennsen86, Green Jerry, KaptainAhab,  Lazy, Metal-Yoshi94, Nayfal, NewPointless, Rykon-V73,  Segment1Zone2, Serena, snoruntpyro, Sweetdude, TheXander, Tulip Time Scholarship Games - Guests: 302 - Bots: 431
Users: 64,795 (2,371 active)
Latest user: mathew

A few questions about stat rebalancing and distribution.

What is the best way to increase enemy stats? Should it be percentage based or multiplicative or otherwise?
Should each stat get the same increase or should they be broken into groups (ex. hp, atk/mgatk, def/mgdef)?
Should the increases vary based on area of the game or at all or remain a flat rate?

How do I adjust the heroes stats to accommodate for this? I clearly don't want them to follow the same curve.

My goals are; to create tougher enemies overall
make bosses an actual threat
improve Bowser's specials and boost him overall
improve Mallow's mg atk
decrease Geno's and Princess Toadstool's stats proportionally to their overall increase
improve everyone's final special

My initial thought was, to increase enemy values by a percentage of their stats and to keep the heroes one third as powerful. This became tedious and ineffective due to the numbers being so low and the heroes were entirely incomparable.

Any help in these matters is appreciated.
Hello,

I think a good way would be to decide on a stats that the characters would have first. then work on the last boss to the first boss. And finally, enemies from the end to the start.

That way, you have a fixed character stats and decided the stats of the key enemies before doing a lot of stats balancing on the small enemies...