User blog comment:ZoshiX/Stats Stuff/@comment-3103523-20150510163428

So me and Mori discussed bunk yesterday and I probably changed a few things because I felt like it would be for the better, but yeah, leave your thoughts.

- As a footnote, the average healing spell for a single character could heal 12.5% of max HP. But the main point being, universally, all healing spells can only be used every three turns. As to make them efficient enough to be worth using but not OP to the point you can just endlessly stall with it. Just to avoid loopholes, full-protection moves (think Protect from Pokémon) will delay the recharge time.

However, it still means that any character with healing spells has a blatant longevity advantage and can just use it as soon as they can and expect good results. That is why I suggest that the healing is reduced to 8% if you have been attacked beforehand (also counts if for example, the enemy moved last in the previous turn and you are the first to move next turn and you decide to heal; Healing will still be reduced).

Disregard the above paragraph for group-healing spells, as they tend to be less powerful or they have some sort of weakness to compensate.

- Speed is a very underwhelming stat. I mean, sure, it lets you move first but that doesn't matter as much in the system we have, which is chock-full of long battles. I think the evasion formula is not official or even there, but I'm gonna suggest a relatively simple one; Move Accuracy * Target Evasion = Chance of hitting.

But what about Speed? What does it have to do with anything? Well, take a look at the following formula: (User SPD - Enemy SPD) + 5. The + 5 is there to add an extra evasion rate to those with even Speed, kinda counterpart to critical hits, I think that's a nice addition. But yeah, it makes Speed more valuable and basically slaps in the face everyone that thought Speed was expendable. Basically, faster characters will have an easier time hitting slower characters and slower characters will have a harder time hitting faster characters. Basically, the value that comes out will add up to the existing Evasion value (basically zero if it hasn't been buffed/lowered).

Another important thing is that the extra evasion is usually not affected by Speed buffs. Because that would be really OP otherwise. Extra evasion value is based off Base Speed, but Speed nerfs are not affected by this rule and can change the extra evasion value accordingly. On the other hand, by "usually", I meant that characters that are naturally slower than their target can, in fact, have increased extra evasion value with a Speed buff, but it will always cap at the target's current Speed stat; Someone with 31 Speed that had its speed doubled to 62 will still count as if it had 56 against an enemy that has 56 Speed ((56 - 56) + 5) = +5% Evasion Rate). Against an enemy that has 70 Speed, it will stay at 62 ((62 - 70) + 5) = -3% Evasion Rate).

I mean I hope I didn't destroy any brains out there and I'm sorry for the long paragraphs but that's how I roll. Leave thoughts below. Everyone below this line me are rekt scrubs.