The thing is, how do we make it not overpowered?
I’m terrible at balancing
worst case scenario I have this as alternative
Based off of the opponents current hp-to max hp ratio, your attacks deal more or less damage
Like say for example at 100% ‘increase’ or whatever when you hover over the stat in game (I’m not sure how much AP becomes this percentage but we can tweak the efficiency alongside to balance it out), at 1/1 the opponent’s current hp, your attacks deal 100% more damage (so 2x)
Should it be 1/2, it’s 50% more damage
Should it be 1/3 with a 50% ‘increase’ instead of 100%, then it’s 16.67% more damage
(I hope you get what I’m saying)