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Damage Scaling Changes
#1
So, some melee weapons scaling off of things that aren't Strength causes some problems- one example being DEF weapons (with how Mythslayer used to be, some Tomes, etc).
Instead of making Strength the primary stat for damage, however, what if we made a new stat- called Finesse- and made it so that some weapons would scale using it?
This would be good for weapons such as guns and daggers, which currently scale off of SKI and GUI, respectively, which can be bad due to the fact that it frees up stat points. This is bad in itself because it makes dagger/gun builds way more efficient, than, say, a strength-sword build. Now, some might say guns need magic gunner's extra WIL scaling to work good for damage, but I think that's a problem with gun scalings and magic gunner, while the guns using SKI scaling being a separate problem that needs to be addressed.
To make it simple, Finesse would also be Fire scaling. As STR gives battle weight (which could be improved upon) and WIL gives FP/etc, Finesse could add to turn order, at half the rate CEL does.
As another thought, some weapons could use a scaling system that uses one of two stats- the higher or lower of the two, depending on the weapon. For example, a dagger weapon with the scaling of:
75% FIN
[Image: z4OP9Mw.png] 25% GUI/25% CEL
would use 75% Finesse for scaling, and pick the higher of GUI or CEL for 25% scaling. Another example, for a possible axe weapon, could be:
80% STR
[Image: OqmpamB.png] 20% SAN/10% DEF
would use 80% STR for scaling, and then pick the lower of the two scalings for the rest: 20% SAN, or 10% DEF.

One last thing to note: I think weapon scalings, if we include Finesse, should all be at least 70% STR, WIL, or FIN, to promote people building for damage by spending stats specifically for it. EDIT: Except for weapons that are already below 70% in scalings.
[Image: rwFTX1T.png]
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