Oh, is that what you were referring to? That the basic problem in promo is that survivability is easier to achieve by going dodgy than by building tank, while the inverse is true in unpromo? Making the weightings for how much one stat point is "worth" something like this:
Unpromo:
POW
HP/DEF/RES
SPD
SKL
LCK
Promo:
POW
SPD
SKL/LCK
HP
DEF/RES
More or less right? The cause of the discrepancy being that def and res operate on discrete values, with easily achieved breakpoints in unpromo, but more difficult in promo (especially with wrath and pursuit being flung around). Meanwhile, spd/skl/lck are much more fluid, as every point is guaranteed to contribute to your chances to land a hit or avoid one, and evasion scales better than hit with level.
This differential weighting of stat value seems to be the root of the balance problems. If the weightings were the same at promo and unpromo levels, it would be a lot easier to approach the problem (ideally there wouldn't be any weighting at all, but I don't see that happening ever). Since the unpromo stat balancing is intertwined with the promo stat balancing, it's near impossible to make a unit "good" at both promo and unpromo levels when the same stats are weighted differently.
This is starting to get a bit beyond the scope of this topic, but I think aiming to balance the stats themselves might be a better approach here before messing with stat distributions.
I think I'll make a new topic for it, since this discussion could get pretty involved.
edit: Actually, no I won't. Not yet anyway, since I don't have any potential solutions in mind yet. If someone else wants to, though, feel free.
Unpromo:
POW
HP/DEF/RES
SPD
SKL
LCK
Promo:
POW
SPD
SKL/LCK
HP
DEF/RES
More or less right? The cause of the discrepancy being that def and res operate on discrete values, with easily achieved breakpoints in unpromo, but more difficult in promo (especially with wrath and pursuit being flung around). Meanwhile, spd/skl/lck are much more fluid, as every point is guaranteed to contribute to your chances to land a hit or avoid one, and evasion scales better than hit with level.
This differential weighting of stat value seems to be the root of the balance problems. If the weightings were the same at promo and unpromo levels, it would be a lot easier to approach the problem (ideally there wouldn't be any weighting at all, but I don't see that happening ever). Since the unpromo stat balancing is intertwined with the promo stat balancing, it's near impossible to make a unit "good" at both promo and unpromo levels when the same stats are weighted differently.
This is starting to get a bit beyond the scope of this topic, but I think aiming to balance the stats themselves might be a better approach here before messing with stat distributions.
I think I'll make a new topic for it, since this discussion could get pretty involved.
edit: Actually, no I won't. Not yet anyway, since I don't have any potential solutions in mind yet. If someone else wants to, though, feel free.