Now that all features that I wanted are in place I'm going to focus on bug fixes and balance.
The scaling is based on a function that creates a pool of power to distribute based on the formula (roundNumber * 10) * (1.2 ^ round -10), so after the 10th round it starts scaling exponentially.
Once I introduced the "x every y" has this issue on large numbers, I'm going to adjust it to create a single effect with (eg. for 2 power on every 100 damage, if someone deals 1000 damage it generates a single effect of 20 power instead of 10 effects of 2 power). I'm also going to add a delay of 100ms for reactions to trigger, that should stop those loops.
To make units keep their relevance, we can have some effects that allow upgrating the effects/reactions, as if they were being upgraded beyond platinum (maybe even have a label like platinum III, IV etc), something like the MU online level of infinite scaling. Haste/slow would not benefit as much, unless if I substituted re-haste/re-slow for "every 10s of haste/slow applied" - that would scale on the same factor.
For this week, the priority is improving the gameplay feel, removing remaining wonkyness and buggy behavior.
Edit: Going to address the negative numbers and the inifite loops in a hotfix ASAP




