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Oh right, I forgot the other main reason why I made INT increase MP Costs. Namely, I don't use skill/spell ranks in my game. Nor do I have multiple copies of spells of varying strength (e.g. Fira, Firaga, Firaja, etc.).
So if we take a basic Lightning Bolt spell for example... Let's say for simplicity's sake, Lightning Bolt deals INT*3 dmg and costs 40MP. Its damage clearly scales w/ the player as they grow, but what felt well-balanced early game later can feel unbalanced come late game. By end-game, the player might have enough total MP and/or regen to cast infinitely many Lightning Bolts lol.
Thus, I made it so INT also increases MP costs. XD
So if we take a basic Lightning Bolt spell for example... Let's say for simplicity's sake, Lightning Bolt deals INT*3 dmg and costs 40MP. Its damage clearly scales w/ the player as they grow, but what felt well-balanced early game later can feel unbalanced come late game. By end-game, the player might have enough total MP and/or regen to cast infinitely many Lightning Bolts lol.
Thus, I made it so INT also increases MP costs. XD