Levels will be completely removed, and they will be replaced by a new system called familiarity. You have familiarities for your STR, DEF, MGS, and MDF values. Your STR increases when you attack (The higher your familiarity is, the harder it is to level up your familiarity.) Your DEF increases when you take physical damage from your enemy. Your MGS increases when you use skills. Your MDF increases when you take magical damage. There won’t be any UIs to show any of these, the player will just notice that the more they fight, the higher their stats are. At some point, their stats will reach a limit.
The formula for determining stats will be: (Base stat + familiarity bonus) * (HP/Max HP) + Equipment Bonus + Skill Bonus.
Base stat is the stat that is given to the character by default, and this will remain constant throughout the game.
Familiarity bonus is the stat bonus you gain by increasing your familiarity. There will be a limit on how much you can increase your stat by, and that varies between characters. For instance, Arthur, who is good at physical attacks, can increase his STR by 1000 by leveling up his STR familiarity. Wendy, who is a support mage, can only increase her STR by 500. (These are just examples)
HP/Max HP is the original design where your stat changes based on your HP percentage. The lower your HP, the lower your stats. (It would be MP/Max MP for MDF and MGS)
Equipment bonus is the stat you get from your equipment, and it is completely independent of the two systems above.
Skill bonus is a temporary stat bonus you get by using a support skill. For example, Wendy might use a skill that increases your SPD for 5 turns. After 5 turns, your SPD will go back to where it was.
The formula for SPD will be: (Base stat) * (HP/MaxHP) + Equipment Bonus + Skill Bonus.
The formula for max HP will be: (STR + DEF + MGS + MDF) * 2.
The formula for max MP will be: MGS/2.
There will be a hidden stat called luck (luk). This stat varies between characters based on their background settings. This will be a hidden stat and cannot be changed by any means. It determines if your attack is a critical hit.
DEX, AGL, and EVA are percent-based stats. These stats use the same formula as SPD.
The formula to determine a physical hit will be: DEX-AGL. Since this is a percentage, we can do a random range between 1-100, and if the number is less than or equal to the percentage, the attack hits. If it is more than the percentage, the attack misses.
The formula to determine a magical hit will be: DEX-EVA. It is the same idea as physical attacks.
There will be an element resist stat for every element. This is percent-based as well. Every playable character will have 0% in every element type to begin with. These stats won’t scale, they can only be changed by equipment and skills. These stats are basically damage reduction stats except they are specific to element types. The Formula for this will look something like: (100% - element resist%) * damage. The damage formula is a little complicated and more about that in a separate doc.
Weapons will be locked to the character, meaning that they will carry the same weapon from beginning to end. They can upgrade their weapons at the blacksmith (More about this in a separate doc). There will be a weapon familiarity as well. You can increase your weapon familiarity by last hitting the enemy. Your skills will be unlocked based on your weapon level.
Skills have familiarity as well. You can increase your familiarity by using them, which increases the power of the skill and keep the MP cost of the skill the same. I will make sure that this is balanced by making sure that leveling up your skill doesn’t make a huge difference.