I recently decided to do a small overhaul of the entire stat and damage scaling. In a general sense, I've roughly tripled (2.5-3x) all values. So, instead of doing 1-2 points of damage with your first weapon, you'll now do 4-5. HP values have also been increased accordingly as well, obviously. Level ups still give only two stat points, but I've reduced the experience requirements for level ups as well, so you'll get them more often. Earlier, you were supposed to be around level 15 when you finish the first chapter (30 floors), but now it's looking to be 25-30 instead.
Also, weapon and spell proficiencies give additional bonuses, adding incentive to focus on one or two different groups. As you see in the screenshot, both one-handed and two-handed weapons give some additional bonuses, when equipped. The bonuses depend on the group. Two-handed weapons only give DEF and ATK, while Polearms give much MGC and some DEF and SPD, etc. The numbers in the screenshot are still small, but once you reach level 3 of a weapon proficiency, you also get additional 10 or 15% to overall damage modifier. By level 8 or so of a proficiency, you'll already get 3-4 points to 2-3 different stats already, which obviously makes a difference. A weapon with lesser stat but high proficiency can actually be much better than a weapon with stronger stats, but no proficiency.
The bigger numbers also mean that you're more often getting bonuses out of DEF as well, since now even a small advantage can reduce a point of damage, whereas before it rounded down to 0 reduction more easily.
I've also reduced MP costs of spells, in relation to the maximum MP amount, and proficiencies give even more bonuses to Casting time reductions, MP drop chances, MP Costs, etc. For the first time, I've really felt like magic-focused builds were able to function. Elemental proficiency focuses more on being able to cast spells often and for less MP, while Mystic increases chances of MP drops, and eventually improves stuff like healing spell strength.
Overall, making this change just made everything feel much more functional, and proficiency focus more rewarding and tempting. There's still a ton of balancing to do though, and I need to add uses for SPD stat (I already have something interesting in mind for that), but I'm really happy I bothered to do this change. It makes a huge difference.
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