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That said, I'd vote for balance over flavor, so I'd say (2). Given Assassins are typically agile fighters, %DPS might be best? I'm poop at damage numbers, alas, but figured I'd chip in. =3
I just wanted to say that the author of Lao 3.0 had this same issue when scaling weapon balance beyond level 100.
It appears that Focus does actually have a limit (extremely beyond normal gameplay nevertheless) while Strength can keep going.
Regardless if players actually use Lao 3's Dexterity and Stat patch; there's still something to be said that:
TL2 was built primarily on Weapon DPS.
So if you feel that DPS is required to better balance certain Skills then I have no issue with it.
Also if you really need to give Focus based Skills some extra punch then instead of using +% just add more damage of a certain element with Tier Bonuses which is more than the "increases with Player level".
For Synergies I copied Salan's model of giving a bonus to damage with increased focus, which allows the damage to keep scaling with focus. Offering different elements doesn't seem right as it would break role-playing and skill purity.
Now that I've gone back to check balancing with core TL2 more, I realize that DPS only classes can become more boring, taking away more re-playability options. For example, I'm glad I offered both DPS and flat damage skill options with the archer.
It is hard to find a "right way" especially with a game that is so old.