I don't like to get a value .. I have recently seen the failure of the wind. I feel that the country is really problematic for this .. According to my thoughts .. Good system should be less value. Plus a certain stunt (Not a skill, magic. It can be actions again .. Hematic blood is hit. This ... No standard is really troublesome) to react the characteristics. First, from simple to the equivalent growth, such as level 1 A9 B8 C7 Level 2 A18 B16 C14 Attribute = Basic * Level This is actually a very good model. The power difference between the characters will slowly appear in the later stage. It is also very easy to master the balance. For example, the standard growth value is 10. Design the enemy on this basis. For example, the weakness will grow in 8. It is very suitable for use on the war chess and rpg .. Japanese style .. all this model .. Growth level 1 A9 B8 C7 2 A10 B9 C8 3 A12 B11 C10 attribute = Basic Level * A simple representation of natural growth below. The experience of ADND uses this .. Random growth character attributes grows in probability .. IF random 0.5 THEN Character growth rate * The emergence of random number This emergence is to reduce the boring feeling at the time of the above system upgrade .. Increased uninterestators. You can increase the fun of the game. However, this system is not easy to control Balance. It is necessary to upgrade the simulation software to continuously adjust (so I have to do that software .. Linear painting is good) ... then determine the enemy's properties .. General in SLG .. Slg people more .. Make the random upgrade to the overall strength affect the overall strength. Natural curve growth attribute = foundation * LN (Level * Growth Coefficient) There are a lot of formulas. This model is to increase the level of strength gap. This model can really reflect people The trend of strength growth. Especially in the case of multiple different attributes. With the increase of the character level. The more obvious characteristics of the characters. (The previous ratio is the same as the higher than the rapid growth of the same value) index growth formula.米 啥 同 一 同 ... I feel more ... The actual curve and natural curve are similar ... Use such a model to cause drumming phenomena to be relatively stable in one level. For example, now there is a threshold level .. The upgrade is very difficult after the threshold.. But the upgrade of the attribute may be much higher than the previous .. This model will use an exponent model .. Players choose growth to add some. ... There is a game will definitely have the optimal selectivity .. This player's plus point will become no selective. This is better to control the balance. For example, Diablo .. My magic master adds power (want personality) But the monster in the game is to set attributes with an intellectual magician. Therefore, it is not possible .. So I can't personally .. So the game is realized The degree is reduced .. Meaning that the violent mage is not allowed .. So .. This is a very hypocritical attribute system .. Because the player can only have a few plus ways, it is easy to control the balance. The player's freedom is not reflected. Instead, the upgrade requires to do it .. Another is the value of the value .. As an advocate of the decimalism .. I am 0-9 .. This is also easy to master the balance the most important thing is the player of the player. I can't forget how my property play online game which remember how much my property ...? Some people say that they are useless .. Remember useful Saver .. Players will be a grade for the game. If there is a relatively complete stunt system If the decimal system is enough to cope with thousands of different characters, it is easy to have a large number .. It is a 10,000 ..- - # 对 .. decimal system is not suitable for curve growth models .. Exploity is relatively high. .