huh?
health and MP are entirely without correlation to the stats in question. Bad Rag. Don't do the Kyle way of health maths.
Anyway, the battle is about to end, and everyone will have plenty of reason to seek revenge. We will prepare, and then we will grind these fuckers like corn.
I would propose attacking them once they finished whatever they are doing (unless that involves earth being destroyed), seeing as they will seperate. Asariel is a fallen angel, she will stay on earth and Dumah did not seem to give much of a fuck about her. Once she is alone, she is toast.
Dumah, well, in heaven likely unreachable, unless Shis'm Caes gives us the authority to carry out his judgement. Dumah has been attacking him, which is open rebellion, so unless the entirety of heaven is unable to recognise Caes, nobody will help Dumah.
on a side note, Dumah possessed a girl who was in a rubber cell. *why* does this girl in a rubber cell also have a statpool of 160? It's entirely within reason to assume that the fucking vessel is weaker than the seraphim. Constanza has no business being that ridiculous.
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leaving that aside, lets brainstorm for ways of a) making dex less OP, and b) making other stats more relevant.
a)
- multiple actions are allowed in the 20/40/60 bracket, but every action beyond the first, main action can only be an unmodified physical attack, or a positioning action, or something that makes sense in the vein off "moves very fast". Not only do these actions gain the -10/-20 etc penalty on dex, but also the same penalty on str for the damage.
- when faced by multiple assailants or by multiple attack, the first two dodges are unmodified, everything beyond that will gain a -10/-20 etc penalty. No endless dodging
- a critical attack (attacker roll 100+ more dex than the targets dodge), no longer deals double damage, nor does it stun the enemy, but it does give you one more additional attack, with the same modifiers as if it was a regular additional attack gained by having high dex. Meaning you you normaly have three actions, and Crit, your now gained 4th action will be at -30 dex and -30 str. For high Dex chars, this may result in a flurry of blows, but very shortly, the damage will be negliable. Such a combo automaticaly ends if an attack fails to do damage.
- a critical dodge (targets rolls 100 more dex than the target) gives you an additional chance to dodge another attack with +10 to the roll. example, Seles is attacked by 5 dudes. She could dodge the first 2 attacks without penalty, and then at -10/-20/-30. Lets say she crit-dodges the second attack, making the penalties 0/-20/-30 for the following dodges.
so much for dex. useful enough to encourage high dex, but not dominating
b)
suggestion for Str/End
on hit, attacker rolls Str, target rolls End. If the strength roll is won, damage is dealt normaly. If the endurance roll is won, damage is reduced by 1d20+end
on a Str-Crit, damage is doubled and there is a chance to stun
on a End-Crit, damage reduction is doubled, and the recoil will end any possible combo the enemy is laying on you.
a similar interaction should be appliable for magic that deals physical damage, mag vs mind
those are just general ideas, please brainstorm.
I am unfamiliar with the works of magic, so someone should try to find a way if high mag/mind would have any effects on allowing multiple power uses per turn, possibly making spells more mana efficent and/or reducing cast time