11-19-2020, 10:19 PM
There are both positives and negatives to this idea but it would require extensive testing. I guess it would be as easy as giving a free fluidity fruit and changing the stat retroactively and seeing how it goes but I think it could be a change for the better.
I know that for some of my autohit builds, building str was actually more of a boon than expected because it does inflate your HP quite a bit while doubling up as damage. Actually, stats that act as both defensive and double dip into damage are always troublesome imo. It's why earth magic is so broken, and dark magic would probably be just as busted if it had better spells. I mean, we see that Enma's can wreak just as much havoc as Isenshi. The only reason wind isn't in a similar camp is because dodge strategies are vastly inferior. It makes no sense to reward someone offensively for a stat they're required to take for their respective strategy. If you want damage, you should be required to go out of your way to build it independent of what you're naturally taking for defenses.
This is why SAN isn't taken as often as it would be otherwise if there were widely available sound spells. You typically only see SAN taken if it also has a benefit for a racial. This is because it double dips in usefulness like the aforementioned defensive stats. To come back to the topic of the OP, this is currently part of the issue with STR here, although to a lesser scale. Getting rid of the HP scaling in favor of something else like crit damage or something else would also take away from the current tanking potential in the game. It's no secret that there are just tons of ways to make your character tanky. Even just removing the HP from str lowers the highest possible HP tanks can have which hurts them, and they could certainly use a hurting.
I know that for some of my autohit builds, building str was actually more of a boon than expected because it does inflate your HP quite a bit while doubling up as damage. Actually, stats that act as both defensive and double dip into damage are always troublesome imo. It's why earth magic is so broken, and dark magic would probably be just as busted if it had better spells. I mean, we see that Enma's can wreak just as much havoc as Isenshi. The only reason wind isn't in a similar camp is because dodge strategies are vastly inferior. It makes no sense to reward someone offensively for a stat they're required to take for their respective strategy. If you want damage, you should be required to go out of your way to build it independent of what you're naturally taking for defenses.
This is why SAN isn't taken as often as it would be otherwise if there were widely available sound spells. You typically only see SAN taken if it also has a benefit for a racial. This is because it double dips in usefulness like the aforementioned defensive stats. To come back to the topic of the OP, this is currently part of the issue with STR here, although to a lesser scale. Getting rid of the HP scaling in favor of something else like crit damage or something else would also take away from the current tanking potential in the game. It's no secret that there are just tons of ways to make your character tanky. Even just removing the HP from str lowers the highest possible HP tanks can have which hurts them, and they could certainly use a hurting.