Chrome.
Are you sure? I tested these stats, but I took special care to balance the MC's evasion. You won't see a high dropout rate with 20-30 points, but just a slight increase in it. Previously this was higher, but I decided to nerf it to keep things more balanced.
Evasion does seem to work, but again, hard to say because of random chance. I think it's because you tied evasion to agility itself. I don't know why you chose do to it that way, but it's really confusing to the player when they see 0 evasion in stats, not to mention that sometimes you can't tell where the stats come from - I can't look to see I have +5 accuracy from the starting bonus, for example. I also don't know why you chose to show the accuracy you get from just levelling up in status, but not the accuracy you're supposed to get from agility. If I didn't know that was the case as a player playing for the first time, I'd have no idea what's going on. Basically I have to make all the calculations on my own to test what it should be, and by this point I'm getting a headache.
Accuracy doesn't work for sure, as with 90 points spent into agility at level 10 I should have 180 extra points in accuracy, which should give me a 90% increase in damage, but my damage stays the exact same.
Also, after redownloading the game, I appear in the wrong square after starting a new game. This didn't happen on the same exact version.
Also, to add to the confusion, agility seems to affect critical chance. Why? I don't know, it's just an observation, you didn't write this anywhere either.
Also, I understand that it would be a lot of work to make a list of enemies with their stats to see what they're weak to, but I can't really figure out even what my own effective armor is. Armor in the codex seems to be the same thing as physical resistance, and on top of that you have the decreased damage from endurance (which is the only stat with negative percentage next to it). Is that supposed to be separate from both of these? You call that "physical resistance modifier", which at this point I wouldn't expect to show as physical resistance in stats, so I have no idea.
Also, how do I add stats together? For example, when attacking,
is it like this - weapon damage * accuracy increase * strength increase * attack power increase
or like this - weapon damage * (accuracy increase + strength increase + attack power increase)
This isn't proper math, but hopefully you understand what I mean, it does make a difference. Same thing for all the things that affect physical damage taken. Again, very strange design decision in my opinion. I mean, why, for example, does accuracy affect attack damage? Why not just make agility increase the attack power stat instead? Same thing with strength, you could just say it gives you 4 points into attack power. Of course, this would make a difference if you're calculating it like in the first example, so you'd have to adjust for that, but I think it would be much less confusing to figure out how much damage you're supposed to deal.
Also, you use the word "precision" sometimes, which I think is just supposed to be the same thing as "accuracy". I can also put points in "resistance", which I assume is the "endurance" in my stats.
Now, I don't really need you to write an essay to explain everything here. Rather, I'm writing this to help you understand how a new player would probably feel if they tried to figure out how your game works by just playing, and you can't expect a new player to read all your posts with explanations before starting the game either.