Yeti and I played a super fun game of spreadsheet theory emblem; basically, we wanted to examine the balance between stats, and assigned numeric values to each component’s usefulness to physical/magical/healing units separately, then took an average usefulness to calculate the standard deviation between stats.
This is GBAFE (the colors are kinda arbitrary here, but they get consistent in the next two examples).
The basic conclusion here was that Luck, on its own, is a terrible stat; but that its attributes could be redistributed to better balance the other stats. Skill and Res also need general buffs, and Speed is obviously overpowered.
Our goal was to create our own proposals for new stat systems; I wanted to keep mine similar to the traditional FE style, in hopes that I could create something to implement in a hack. I’ve got two proposals, one that simply scraps Luck, and another that creates a new Str/Mag split.
Leave luck to the heavens, we have skill! Sell your Speedwings, kids! The reign of imbalance is over!
- Attack Speed = ((Skill + Agility)/2 - (Wgt - Con, 0 if negative))
- Cut out the Luck stat, redistribute its functions (Hit/2, Avo, Dodge)
- Accuracy = (Skill x 2 + Def/2) + Boosts
- Avoid = ((Agility - (Wgt - Con, 0 if negative)) x 2 + Res) + Boosts
- Dodge (crit evade) draws from Speed now.
- Staff Accuracy = (Skill x 5 + Mag (or Str/2))
- Healing = (Staff Mt + Spirit/2)
- Hybrid attacks (like magic weapons) draw from the opposite defensive stat now too.
inb4 “Arch its too complicated go home you’re drunk”
- Physical Accuracy = (Skill + Intellect + Spirit/2) + Boosts
- Magical Accuracy = (Skill + Defense + Strength/2) + Boosts
- Physical Attack Speed = ((Speed + Skill)/2 - (Wgt - Con, 0 if negative)
- Magical Attack Speed = ((Speed + Skill)/2 - (Wgt - (Str/2 + Con/2, 0 if negative))
- Physical Avoid = ((Agility - (Wgt - Con, 0 if negative)) x 2 + Spirit) + Boosts
- Magical Avoid = ((Agility - (Wgt - (Str/2 + Con/2, 0 if negative))) x 2 + Spirit) + Boosts
- Dodge (crit evade) draws from Intellect.
- Healing = (Staff Mt + Spirit/2)
- Staff Accuracy = (Skill x 5 + Strength)
I explained the logic behind these changes later on in the topic.
Thoughts/opinions/reactions/etc.