Thu Jul 18, 2013 8:43 am by Ryeballs
Think about being a coder for this. How would you implement Adapt. It can't be a flat stat increase regardless of level or it would be overpowered at low levels and useless at high levels. So you would be left with having to have it increase incrementally with monster level.
Something like:
(Monster level)/10*10 ATK/MATK
Which would increase the attack stats by 10 every 10 levels, which would be 3 calculations, dividing to get the amount to multiply to get the amount you have to add. Or they would have to draw from a table that list the stat boost for each level.
Whereas if it was just a multiplier it would just have to be power*1.4 or total_damage*1.4. Both are just 1 calculation and no extra tables to call. It's would be easier to code and require less overhead to run.
The more calculations a game must perform each cycle, the slower the game will run, especially on old devices.
But alas, I am not going to level up a A- Neon to get his ATM/MATK stats high enough to hope to be able to match an S Neon (after I equipped an item on the A-). And I have low level D and C level Cygs I'm breeding with one with Adapt, but since they are low level, they would do much damage numbers wise so won't give as good of a comparison since there will be more rounding.