Yep the level gets capped when you gain exp, so if you edit the exp value on the save file. (I'm going to change that, thanks for bring it up.)
Previously, damage was getting scaled with lv, but it was getting scaled too fast so I changed it. Maybe I over did it.
There still a multiplier for dmg by level that being: 1 + (Lv * 0.04)
I'm thinking of scaling the base dmg mod for pcs as (Lv * 0.3)so for example Lv 50 would get you a (15 base damage + the selected skill base damage) * 3. Tldr at Lv 50 slash's average dmg would be 75 instead of 30.
I really need to make a in-game manual explaining how some of the mechanics work. I just needed to test out the battle system, iron out some kinks before type all of that down and not have to do that again if I change something.
As for a damage reduction status, I was comfortable with only scaling the HP stat. There's skills to increase and decrease damage reduction for certain damage types and certain enemies are weak and strong against specific damage types, but for player characters that's passively a flat 1 multiplier.
I'm trying to create a system that you can bulldoze through without giving much thought if you leveled high enough, but you are rewarded for coordinating your party properly and you can counter enemy weaknesses like (silencing spell casters, holy damage undead). Too many RPGs fail to offer a battle system that's rewarding to experiment with and that has a counter-logic that is deep enough.