Ah, thank you for the catch on that typo!
I greatly appreciate your feedback. I've been having some trouble with balancing everything just right.
The reason why the ammo costs so much is because I wanted to give guns a somewhat realistic benefit over melee weapons, but also trying to balance the added power to prevent the overuse of ranged weapons. Essentially, I just wanted to have players use the wide variety of weapons in their arsenal. But, I admit, this was just poor balancing on my part.
DDoS was actually lowered for Berry to learn in the upcoming update.
As far as the MP goes, there will be many more skills being added that will end up siphoning the MP if not managed carefully. CK was also going to be a tool to help manage the drain on MP. At the moment, this is still currently poor balancing on my part.
Originally, I was intending for there to be huge divides between "organic" and "robotic" enemies, in which one 'type' of attack would mostly affect one 'type' of enemy, but do next to nothing on the other type. This was further meant to be split down between 3 types of attacks. One type was meant strictly for robotic using mostly MP, one type being strictly for Organic using mostly TP, and the final type being a hybrid attack. I added firearms after this with the addition to the requirement of needing to have ammo in stock to utilize, and it messed up the previous mess I had.
It's an oversight and balancing issue that I have, but I will learn to get everything balanced properly. I've been working on the project on and off for the past 6 months (never used RPG maker prior), while also trying out another project in Unreal Engine. Just building up various skills for the time being.
Thank you again for your feedback, it is greatly appreciated and has given me a good idea on how I should tackle some of these issues.