So there's no way to increase the mobs' attributes by different values on different difficulty levels but the natural scaling with each difficulty and enemy level will still take into account any changes made to the first value (yes for SP).
Another question then, how much is too much to make the game unbalanced? Or better put, let's say I want to make the game more challenging and feel like every new area is harder than the previous one. What order of values over 1000 would be good enough for that and which values would be nightmarish and one-shot wonders? Is a 10% increase too little or too much? That sort of thing.
I haven't played in a while because with moving it hasn't been possible, but I'd like to eventually get back to it but feel more challenged. Basically rebalance the mobs' "hardness" with the added experience gain so that every incursion on a new area would be a potencial risk, making exploration more of a necessity. But with added experience gain it wouldn't be a grinding task.
I'd also like to rebalance upper magic tier find (12-15 I believe) because even with EP maxed out there's still a lot of set pieces barely dropping. I got a Seraphim to level 120 and couldn't complete a Genesis Sideria by one piece, so I'd like to be able to do so in a timely manner as well. I remember you saying that anything above 8% gain would be too much?! Something like that. I get the feeling that EP does more for yellow items than for the remaining upper tiers, but I could be wrong.
So yeah, I'm into trying to rebalance the game here, but without breaking it.
@Bezlonir - I'm curious as to how much of a bonus you turned the penalties into to get one level per kill. Care to elaborate further?