Have tweaked a lot of first sets of enemies and the players to balance with the updated combat system and am running the tests now (Last major part before deployment, well this and the boss testing, the rest is basically ready)
Updated:
Terminology:
"Primal" now is more akin to your standard "strength" in rpg games, like "standardized raw power / defense"
--IE: A barbarian is likely to have "high primal stats" whereas a wizard / mage is likely to have "low primal stats"
"Flair" is now more reflective of what it'll be used for.
--IE: A barbarian is likely to have LOW Flair stats, but an archer or slime creature is likely to have "high flair stats"
Flair description:
--Flair is the collective term for anything not based around "raw primal / raw physical" stats.
--This includes elements, energies, skill talents etc.
--For example:
----Samus' starter pistol, is "Tech" element, but it increases her "Flair" points
----Samus' burst pistol (found later on), since it uses a physical object to cause damage (like a real life pistol) would LOWER her flair points, but give her more points in "primal attack" since the calculations use primal data for that weapon.
----Ollya (the harpy) for example, her main weapon (her wings) get a minor boost to Primal stats (since the feathers are physically causing the damage) but will have supplemental attributes (for example, Ice) that also boost her "Flair" trait.