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So, I have a bit of a design problem. It hasn't become a huge problem yet, but I anticipate that it might become one, and in that event I'd like to have a solution made up ahead of time.
Part 1: Damage Formulas. I'm using simple ratio damage formulas. They tend to take the form (a/b) * c, were a is the attacker's Attack, b is the defender's Defense, and c is a Base value individual to the skill. In this way, a skill does more damage as the stats change in a linear way, proportioned around a base value so one can make "strong" skills and "weak" skills.
Part 2: New Skills. As my actors become stronger, they will naturally learn skills. Those skills will be "stronger" than the last. Which means that the Base value (or c) goes up. And normally this is good, because opponents will have more HP and more Defense, and in theory it should all balance out.
The Twist: But in my game (in my signature), I am afraid that it doesn't. You see, as actors increase their Attack stat, they gain skills with better damage formulas (more "c"). This effectively means that "a" and "c" above increase at the same time, causing damage to blow up for an actor invests in their Attack. Investing in other stats also gives better damage formulas, but for Attack specifically it's clear that the actors that invest in it have an overpowering advantage.
Allow me to be clear; increasing other stats does give other advantages. But because Attack is so simple and so straightforward, I'm afraid that players will default down that route without exploring other opportunities. I would still like Attack to be effective, but I'd prefer if it wasn't... as effective so ubiquitously.

I have a few ideas to fix it, and I was wondering what folks thought before I just hammered away at my database.
Solution 1: Damage Dampening. Imagine if, instead, the formulas were like this: ((a + d)/(b + d)) * c, where "d" is some "dampening number". See, because of math, this formula will reduce how much damage is done; the resulting damage will be closer to the Base value "c" the higher that "d" is set to. Kinda like Yanfly's Armor Scaling.
I'm hesitant to use this one because it will also reduce the effect of Defense. If anyone has a variation of this technique that works well for them, do let me know.
Solution 2: Skew Base Values. I could make it so skills earned through Attack have smaller "c" values than skills earned through other stats. It feels kinda weird to balance it that way, especially when the draw of the Attack stat is supposed to be the better damage formulas in the first place...
Solution 3: Tight Damage Cap. Right now, through YEP_DamageCore I have a 999 damage cap, but I could lower it to 99 or 200 or something. This might seem like a bad move at first glance, but right now it looks like my best shot. On one hand, players might see "oh, I don't need more Attack now". Which is a bit double-edged. But on the other, it means that multi-hit attacks have a unique and interesting advantage if used properly. At the same time, dealing max damage isn't exactly a bad thing. It might actually feel good for a player. Plus, it's not like I'd make it easy to get to unless you invested in it, anyway.

Do people prefer a particular solution, or do they have their own ideas on how to make high-damage skills balanced without needing to install weakness? As a player, what would you like the best?

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