Thread:FixSRwiki/@comment-46261745-20200903015444/@comment-46261745-20200910223143

So I've made it so BRD/BRD2 decreases by effectiveness (they stack) by 25% on the previous time.

So 100% effectiveness > 75% effectiveness > 56% effectiveness > 42% effectiveness > 32% effectiveness, etc (expressed as 行動ダメージ率[bb] * (0.75 / 1) ^ ＧＦ[197] where GF[197] or GF[198] for enemy side increment by 1 each time it's used in a battle).

In practice, however, it's going to be ronded down because it gets trapped in an int variable, and considering the low starting values, the rounding might be significant

For BRD2, it should come out as 10 > 7 > 5 > 4 > 3 > 2 > 1 > 1 > 1 > 0, rather than the decimal values. So using BRD2 a 10th time will have no effectiveness at all.

For BRD, it would be 7 > 5 > 3 > 2 > 2 > 1 > 1 > 0, losing all effectiveness on the 8th time used.

I have also edited the description to say it "less effective per use during battle"

If we think that's too harsh a nerf, we can either change the multiplier, or perhaps buff the speed somewhat, or round up? We could probably make it take decimals into account.. but this wold be a bit more tedious to update.

Note that I did not put any kind of nerf on BRU, shouting charge, commander charge, etc, since BRU is already an opportunity cost of sorts on the commanders who have it, while shouting charge is already not that strong and commander charge uses up all fans. Could do similar things there easily though, but note that there's currently only 1 function for all the ones that do a battle rating up effect, so we'd have to separate out BRU/2 if we wanted it to scale/stack independently of shouting charge/commander charge/etc

I'm thinking for the enemy, Tacticians prioritize BRD if they haven't used it yet, but prioritize other moves if it's been used by the enemy already. Chance of using it at all will also decrease if used more.

Thoughts?