Well, among the various playstyles that I apply while playing a FF game it's one of the most important...
It's about the magic devaluation that occurs during the games progression...
You have surely noticed that in the beginning of a FF the damage done by spells outclasses that of physical attacks...
It's what it has to be... Mages are fragile in the physical side and their spell usage consumes, usually MPs but not only... They are consuming and so they deserve to do higher damage than physical attacks that consumes nothing...
It's would be actually true because often even using the high rank weapons the damage output of magic stays higher...
But to ruin everything we have the damage cap... Usually at 9999 damage...
That damage cap wastes the power difference between the various attacks... Maybe a physical attack has a damage output of, for example, 11.000 and it caps at 9999...
A powerful spell may be as strong as to deal a damage of, let's say, 30.000, but it's capped at 9999 as well vanishing the difference and making every attack flatted by the cap...
This can be countered by my strategy to keep the initial weapons to the characters (and they are often the signature ones, like Cloud's Buster Sword)... This gives a big limitation to physical attacks that hardly exceeds 3000 damage, so that powerful spells would still cap at 9999 but it's at least x3 damage than attack command...
I know it's drastic but it's the only way to have the Mages as powerful but fragile like they should...
Even with initial weapons the super special attacks of melee classes are still more than decent in terms of damage since they are often more than 10 hits combos...
Did you ever have such an idea?
It's one of my strange and obsessed plans to balance the classes and characters making them fair...![]()