yes james brown that would make more sense and is probably already obvious to devs, but also after a point it should start going from x-30 to (x+1)-31 or something so that really strong players get a bonus of hitting for a minimum of like 5 instead of 1.
yes and it would be cool to see messages like \"you strike at somemonster, but miss completely\" or \"and slighlty hit it\" or \"and land a devestating blow\", and that could be related also to where you hit, like now you can hit on hands and torso and head. and of course maybe different weapon types could have different messages like \"sliced a main artery\" or \"crushed them good\" or \"shot through the heart\".
for the twinking thing where a new player can be given a sword of ultimate chaos +1000 dmg, you could have level requirements for weapons and armour, again obvious to devs, so that to use longswords you need lvl 10 sword or something, so then the only thing that could make a lesser skilled player stronger is who can gain the stroner weapon for their level, so whoever can pay for a really nice sword for their level or whoever does the right quest has a chance to be better than the other, but a higher level weapon will always be better than its corresponding lower level weapon.
for example rusty sword (sword lvl any) < sword (sword lvl > 5) < sword of the storm (sword lvl > 10).
this would be like having spells requiring certain levels of skills such as lvl 5 azure and lvl 3 brown for the spell \'summon flatbread\', where you need azure because bread is kinda related to healing and brown because bread is food and food is related to earth. maybe like that 3 pronged sword used for parrying could require both sword and dagger skills.
and also, an example from a highly addictive RPG game series, in Diablo, certain items also needed certain stats, like bows would need agility and strength, and other stuff would need other stats. This could be used for something in Planeshift maybe. or maybe not...