All come to the same issue: testing shows the thing isn't handling damage calculation as I would both expect and prefer.
The damage algorithm/formula box had some hover text that suggested one could use exponents, but testing shows it accepts whole numbers only for this function. A bit irritating, since I had come up with a nice formula, but I needed something raised to the 0.8 (wanted it to grow with a value, but the straight number was making damage rise too far too fast). Can this be rectified?
I noticed that others had commented much earlier that in the event of multiple elements on a given weapon, the thing takes the highest multiplier and ignores all others. I'm also noticing it won't allow absorbing of an element. Making alternative elements would solve item A (albeit long and roundabout), but doesn't solve absorption (I would like to think somethin' like an ice shade could absorb ice-elemental attacks into HP recovery). I'm wonder where the lines are for handling elements, so that possibly some of us might look it over and untangled this mess.
The second thing is about enemy levels...they don't seem to exist, yet the damage algorithm box allows for levels to be a part of the calculation. Testing it shows that the monster's level is assumed to be 0. Seems like a bit of oversight. Regardless, I'd rather handle the damage calculated along the lines of Final Fantasy VI or something close to it, which requires accounting for level. While I suppose I could make multiple copies of skills and force different assigned values to masquerade as a monster's level, it seems cumbersome, verbose, and a waste of bytes. Does anybody know an alternative?
Thanks.