Great explanation of the economic model. Of course even Kemco's earliest games have "bonus" stuff that you can buy in the shop - sometimes it's extra characters or dungeons, and sometimes it's 'useful' items, like we see in this game. And almost always you can earn points by defeating 5 enemies or winning 5 battles - or you can just outright buy the points with real $.
(A few times I've spent a couple dollars on a game, but usually I just grind enough to get the points for what I want. I played Symphony of the Origin 3 times to earn enough points to unlock all the bonus stuff in that game - but then, it is one of my favorites, and it's also a really short game, about 8-9 hours. And now it's also on Amazon Underground with free IAP, so you can unlock everything for free right at the start, which in my opinion is a cheap way to play the game but I'm sure lots of people have done it.)
About my post: the reason I said breaking weapons is a waste of time, is that I've found weapons with Damage Down +25%, and spent a good 20 minutes trying to dismantle the weapon, then add the effect to another weapon, and I only ever got +2% to +13% - so finding a weapon that has Damage Down +40% was a huge deal for me.
But for STR, INT, etc., breaking those to get STR 3 or whatever is a good way to go, because a.) it's actually possible :silly: and b.) the added STR 100% is definitely useful. (Unlike some effects, which we've all seen the results are questionable at best.)
So, by all means, trying to get STR 3 or INT 3 is worthwhile, but if you really want a high damage down, or pre-emptive, or some other effects, you're better off trying to find one in the dungeon, than trying to create the high effect yourself.
EDIT: I never thought about it before, but I guess "Insert another quarter," was our generation's IAP.
