The damage scaling of magic in this game is very bad, mainly because the formula uses the power factor of a spell as an additive, which means that at higher levels when casters have high magick stats, the difference between spells like Thunder and Thundaga is laughable.
I found a partial fix to this issue: using damage multipliers on the spells! This is because the multiplier function affects final damage rather than just the inherent power of a skill. Of course, using anything higher than x2 results in way too much damage to ever be balanced, but in my experience adding a x2 multiplier to high end spells like Flare, Scathe or the -Ga ones along with them having less base power makes them actually worth it. This helps Nu Mous keep the pace in terms of damage, specially when pitted against the OP stuff other races have at their disposal.
The only issue I came across was with the "intermediate" spells, which in my opinion is the majority and includes stuff like Aqua and Aero. Sadly there's no x1.5 multiplier in the code so I just decided to stick with them relying on base damage just like the basic spells. In practice this is a bit wonky though, because the difference between Thunder and Thundara is considerable at lower levels but minimal at higher ones, and the opposite is true between Thundara (High BP, no multiplier) and Thundaga (Low BP, x2 multiplier). And adding a x0.5 multiplier to the very basic spells would make them practically useless at any level in my opinion... But maybe this setup could work:
Thunder - 6 MP, 20 BP, x0.5 damage
Thundara - 12 MP, 20 BP, x1 damage
Thundaga - 24 MP, 20 BP, x2 damage
Edit: After testing I think the following layout yields the best results, even if it looks weird behind the scenes:
Thunder - 6 MP, 60 BP, x0.5 damage
Thundara - 12 MP, 40 BP, x1 damage
Thundaga - 24 MP, 20 BP, x2 damage
Anyway I'm not sure if anyone is interested in this idea or even if someone already implemented it, but I wanted to share it nonetheless.
I found a partial fix to this issue: using damage multipliers on the spells! This is because the multiplier function affects final damage rather than just the inherent power of a skill. Of course, using anything higher than x2 results in way too much damage to ever be balanced, but in my experience adding a x2 multiplier to high end spells like Flare, Scathe or the -Ga ones along with them having less base power makes them actually worth it. This helps Nu Mous keep the pace in terms of damage, specially when pitted against the OP stuff other races have at their disposal.
The only issue I came across was with the "intermediate" spells, which in my opinion is the majority and includes stuff like Aqua and Aero. Sadly there's no x1.5 multiplier in the code so I just decided to stick with them relying on base damage just like the basic spells. In practice this is a bit wonky though, because the difference between Thunder and Thundara is considerable at lower levels but minimal at higher ones, and the opposite is true between Thundara (High BP, no multiplier) and Thundaga (Low BP, x2 multiplier). And adding a x0.5 multiplier to the very basic spells would make them practically useless at any level in my opinion... But maybe this setup could work:
Thunder - 6 MP, 20 BP, x0.5 damage
Thundara - 12 MP, 20 BP, x1 damage
Thundaga - 24 MP, 20 BP, x2 damage
Edit: After testing I think the following layout yields the best results, even if it looks weird behind the scenes:
Thunder - 6 MP, 60 BP, x0.5 damage
Thundara - 12 MP, 40 BP, x1 damage
Thundaga - 24 MP, 20 BP, x2 damage
Anyway I'm not sure if anyone is interested in this idea or even if someone already implemented it, but I wanted to share it nonetheless.