Hey, so I've been working on balancing damage formulas in my game, and so far I've been doing alright. However, I've recently encountered a problem with the formulas on the healing spells. Right now I have the first level heal spell (single target) as "((a.mat / 2) + (b.mhp * 0.5)) / 2"... However, this kind of isn't doing what I was hoping it would... See, ideally, I'd like to have it so that when the player is level 1, the spell heals 50% of HP or higher. But when the player is at level 20, then they only get healed around 25%. That way, the lower level healing spells are super useful when it's all you know, but later the spell is not as useful, so they have to use higher level healing spells. However, I kinda don't want it to be a flat rate, like the default "damage" formula is, because I don't want Heal 1 to become completely useless by level 50. I'm not really sure how to implement that, since "((a.mat / 2) + (b.mhp * 0.5)) / a.level" is too dramatic of a curve. Any suggestions?