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Making Skill More Useful


Doga
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basically the intention of my suggestion was that all characters can hit a maximum damage and a minimum damage, and having higher skl raises the minimum damage threshold. so with more skl, you'd have on average slightly higher damage output, but more importantly, more consistent damage output.

perhaps here's a good sample equation: max damage variance = 2 - 0.5*(user's skl - opp's skl), 0 if negative. so if you and your opponent have equal skl, your damage variance is 2 points. there's no damage variance if your skl exceeds the opponent's by 4. and if you have, say, 4 less skl, your damage variance is 4 points.

I support a future FE doing this.

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