Talk:Sealed/@comment-2037710-20121217212008/@comment-5173028-20121217212555

For the Imp fight since her lazers would probably 1-2hit KO you I made them 100% dodge just for the sake of survivability since I dont want to give aqua lv4 its own damage resistance (I AM thinking of doing this for Hyper salamander though to do like half of the resistance that Gnome would give you, just so she is more useable... I did reduce her KO to 2 fights [the current one and the next] but yeah personally due to the damage I still don't really want to use it so yeah I might do something like do half of damage resistance with Mandy )

But yeah for Undine and imp its 100% dodge along with a 10% chance of countering after dodging

After that I'm thinking of doing either a 75% dodge rate or leaving it at 100%  (originally I planned to have it at 100% but for it to drain  your SP every turn like serene mind lv 1 [aqua 2]) but instead I'm thinking of simply making it so you have a chance of getting hit after all you ARE getting healed when you hit the enemy anyways

now as for the healing factor I have it at 10% for now (I believe you marked 5% so I might have to check how if its doing the math wrong)

so if you do 1000 damage you should heal 100 or if you do 2572 you should heal 257