for example, say your wizard has an "enfeeble" spell that drastically lowers the target's ATK. How do you balance this so that it is useful for non-boss battles, but not overpowered for boss battles?
Some options I can think of are:
1) the state lasts 3 turns against regular enemies, but only 1 turn against bosses.
-i don't think this is really that effective, since non-boss enemies don't always take 3 turns to dispatch, and even a 1 turn effect against bosses seems really strong unless the boss is mostly magic-based.
2) the state has 100% chance of working against regular enemies, but a 50% chance of working against bosses.
-this makes it useful vs. non-bosses in exchange for its MP cost, and allows it to work against bosses but not being completely reliable. The downside of this is that it's purely luck/RNG as to whether it succeeds/fails against bosses.
3) the spell is actually just less effective against bosses, i.e., against regular enemies it will lower ATK by 75%, but against bosses it will only lower it by 35%.
-this seems like the best option, although lowering ATK by 35% doesn't seem that useful. Also, it can be difficult to actually implement this type of design, since i'd probably have to use a lot of events and passive states and put a conditional on every kind of spell like this.
What do you think is the best way to approach such a spell?
Some options I can think of are:
1) the state lasts 3 turns against regular enemies, but only 1 turn against bosses.
-i don't think this is really that effective, since non-boss enemies don't always take 3 turns to dispatch, and even a 1 turn effect against bosses seems really strong unless the boss is mostly magic-based.
2) the state has 100% chance of working against regular enemies, but a 50% chance of working against bosses.
-this makes it useful vs. non-bosses in exchange for its MP cost, and allows it to work against bosses but not being completely reliable. The downside of this is that it's purely luck/RNG as to whether it succeeds/fails against bosses.
3) the spell is actually just less effective against bosses, i.e., against regular enemies it will lower ATK by 75%, but against bosses it will only lower it by 35%.
-this seems like the best option, although lowering ATK by 35% doesn't seem that useful. Also, it can be difficult to actually implement this type of design, since i'd probably have to use a lot of events and passive states and put a conditional on every kind of spell like this.
What do you think is the best way to approach such a spell?


The way they handle the collection of Features (in features_pi, etc.) is pretty opaque, and I'm having a hard time picking out certain features to reverse into absolutes. I know it's doable, and I think I'm capable of doing it, but I've hit a lot of roadblocks on Attempt #1.