Hmm interesting, when checking some goofy thing in the data to find is there any way i can change the level cap, but instead of found that, i find something else, the party exp in save file, i dont know do you know or not but when i try to give a very high exp by somehow it break the level cap and the max level i can go is 73, but after one battle it will set the level cap to 50 again. I also see stat multiplier, does blessing in this game work at a stat multipliler :? Hmm do you have any plan on adding attack and defense stat on the game, or maybe it have but hidden, cause when i am level 50 and fight a mob only have 45 hp, my dame deal only more than 30 :b which is kinda low compare to your fucking high level
Viewing post in Harem Party Adventures comments
Yep the level gets capped when you gain exp, so if you edit the exp value on the save file. (I'm going to change that, thanks for bring it up.)
Previously, damage was getting scaled with lv, but it was getting scaled too fast so I changed it. Maybe I over did it.
There still a multiplier for dmg by level that being: 1 + (Lv * 0.04)
I'm thinking of scaling the base dmg mod for pcs as (Lv * 0.3)so for example Lv 50 would get you a (15 base damage + the selected skill base damage) * 3. Tldr at Lv 50 slash's average dmg would be 75 instead of 30.
I really need to make a in-game manual explaining how some of the mechanics work. I just needed to test out the battle system, iron out some kinks before type all of that down and not have to do that again if I change something.
As for a damage reduction status, I was comfortable with only scaling the HP stat. There's skills to increase and decrease damage reduction for certain damage types and certain enemies are weak and strong against specific damage types, but for player characters that's passively a flat 1 multiplier.
I'm trying to create a system that you can bulldoze through without giving much thought if you leveled high enough, but you are rewarded for coordinating your party properly and you can counter enemy weaknesses like (silencing spell casters, holy damage undead). Too many RPGs fail to offer a battle system that's rewarding to experiment with and that has a counter-logic that is deep enough.
do you also have any plan for passive skill :)), aura skill, and i think that you also should seperate the spell and melee skill for 2 category, and also you should change how the battle skill work a little bit, cause when i choose a skill i cant undo it, it kinda frusating if you have a big hand easy to press other number than the number you want to press