Well, isn't that why you reduced Power Up from +33% to +20%? That way, it's nowhere near as devastatingly powerful?
That and bringing it more in line with magic damage increase since that is only +25%; relatively speaking enemy p.def is higher than their m.def so I "include" that difference in damage gain in the corresponding def debuff.
I'm saying Tzenker before Speed Up and Tzenker after Speed Up feels no different, in terms of me missing attacks. But now that I know that she has 0 Eva, I know why (0 * 1.20 = 0). I don't know how that's possible, since she has Lv10 Lise's stats, right? (meaning she should have ~8 Agi stat) In any case, Speed Up/Down affecting the Eva stat by fixed amount would bring more merit to Speed Up/Down.
It works the same way as all other stats; you have base stats based on Lise's (Koren uses Angela's and Heath uses Charlie's, all other -> Lise) stat cap for that level (Lv1-19 base class, 20-39 light class, 40+ L/L class) then apply a percentage modifier to the final value that varies by creature type. And Tzenker has -100% on evade.
Honestly I believe the evade modifiers were decided while drunk; most of them make little logical sense.
ninja master +8%
nightblade -57% (yes, the master of assassination evades worse than any of the mages)
wizard +5% (3rd highest out of all non-bosses, seriously)
high wizard -27%
ghost -44% (the evolved form of a typically incorporal creature, ladies and gentlemen)
dangaard -100% (flying creature during high speed chase? free hits ofc!)
Well, yeah. But that additional +2% of critical hit for everyone is just... I don't think people will mind not seeing critical hit in the beginning. They're gonna see plenty in the later parts of the game.
I mean you could implement a kind of crit defense, something like:
crit rate = 5 + attacker.luck - (target.luck/2)
with that Hawk would go from about 10% to 17% over the course of the game or Duran 6% to 12%
Well, the damage output suddenly increasing at Lv40 is probably worse. That is, unless the damage increase affects the players too. Personally, I think leaving that particular mechanic as vanilla way is adequate. Far from perfect, but adequate.
It counts for both sides, and also for heal light because why not.
In the patch I made it so that it uses the caster's level and ignores the class rank; so even if you don't class change you have +90% at Lv40.
And lets be fair, with enabled crits melee already got a bonus, so magic getting a little something here as well isn't necessarily wrong.
I think all spells being insta-cast is a bit too much. I much prefer if you fix the cast bug. Sure, spells are not as useful as melee, but if we're talking about Angela, she would do more damage with magic than her own melee, and without putting herself in harm's way (as much). You can't be comparing Angela's magic vs Kevin's melee (or something similar). You have to compare Angela's magic vs Angela's melee.
No, I MUST compare Angela's magic to Kevin's melee, because both of them are choices for party members.
1) it is NOT a dps increase since you could already do the same by alternating casting of 2 party members since the cast time still ticks down while you select the spell of the other caster and during the spell animations
2) you still have to deal with mp costs, counter attacks and long spell animations
Also I won't fix the cast time, not again, once having to deal with that mess is enough; if you want to, be my guest, but I won't touch it.
And let's not forget. All the girls (Angela, Carlie, Lise) get cast time bonus when they get 2nd class change.
Sorry, but this info is false or at least incomplete.
EVERYONE gets a drop of 60 ticks to their cast time per class change, not only the girls or only on 2nd class change.
That's a good idea, but I'm not sure if I can make it happen. I'll look into it, but don't get your hopes up.
If you find out where the seeds get their item lists from, I'd like that info as well, please.
It is not the same if it is 50% as you stated earlier, not fixed 50 points.
Come to think of it, may be adding a fixed value to the final damage actually works better?
I went with fixed 50 as an example for how much a given value of luck could ignore; I was thinking not a fixed percentage but a value that scales by the luck stat. Problem is then that it doesn't matter if we reduce def or increase atk, since the result there is the same.
Ignoring fix 50% would again help Hawk and Kevin way too much since they hit twice as often for the flat 100-120 extra damage at the end.