Board Thread:Suggestions/@comment-24278356-20150405133400

To diversify Kinetic, Energy, and Arcane attacks, I propose this alternative system: tl;dr Kinetic = stamina damage, Energy = 25% more damage, Arcane = effects
 * Attacks deal Strength*12 per tier instead of Strength*15.
 * Swords deal Strength*6 damage per hit, instead of Strength*7.5
 * Punches, kicks, etc. count as Tier 1 Kinetic Attacks.
 * Kinetic attacks, if they hit, deal 20 damage per tier to the opponents' stamina.
 * Swords deal 10 damage per hit.
 * Energy attacks are unchanged, still dealing Strength*15 per tier.
 * Arcane Attacks inflict various effects:
 * Magic Missile renamed to Force Bolt, reduces opponent Speed by 1%, lasts 2 turns, stacks with itself (ex. 5 hits = x0.95 Speed)
 * Aetheric Barrage reduces opponent Strength by 2%, lasts 2 turns, stacks with itself (ex. 2 hits = x0.96 Speed)
 * Myst Rain heals for 25% Damage Dealt
 * Omen has a 10% chance to Stun
 * Demise additionally deals 5% of the opponent's max HP in damage, if it hits.
 * Signature Attacks deal do Strength*75 instead of Strength*100, base.
 * Kinetic Signature Attacks deal 150 Stamina Damage.
 * Energy Signature Attacks deal Strength*100, base.
 * Arcane Signature Attacks have 1 less con, to a minimum of 1 con.
 * Ultimate Attacks deal Strength*150 instead of Strength*200, base.
 * Kinetic Signature Attacks deal 300 Stamina Damage.
 * Energy Signature Attacks deal Strength*200, base.
 * Arcane Ultimate Attacks have 2 less cons, to a minimum of 1 con.
 * Any stamina damage cannot reduce the opponent below 0 Stamina.
 * Combat and Focus gloves removed. It's +10% damage and encourages people to minmax, not diversify.

Thoughts? 