I've went though and made the following changes so far.Foie
-Hit effect has been changed from flinch to knockdown Razonde
-Hit effect changed from flinch to launch Diga
-Hit effect has been changed from flinch to knockdown Radiga
-PP cost increased by 4 points for every tier. It ends up being 7 more PP per cast at level 41-50Nagrants
-Damage modifier of level 41-50 increased by an extra 20%, and sleep status effect has been addedRamegid
-Hit effect changed from flinch to knockdown, and poison has been changed back to confusion
Hopefully this gives more of a variety of hit effects than just flinch. I'm thinking about lowering Radiga's max damage modifier from 200% to 195% to somewhat close the damage gap between it and Razonde, but I'm not sure if I will. I did some testing and found that launch does not seem to really hurt Razonde (not sure about the other Ra-techs) much, if at all. To be honest, I was surprised by that result. Anyway, launch not only knocks small enemies up into the air, but it also causes larger enemies such as Seed Ardites to fall over. This honestly gives it a pretty big boost in how useful it can be. I was too quick to judge it since it was a bad experience with Nosdiga. Although, launch would still be terrible for Nos-techs, Dam-techs, and linear techs. I'm not sure how it would work on Gi-techs though. That would require some testing. However, I think flinch is better on them than any other hit effect. Flinch basically pushes them away, and everything else (excluding blow away) would effectively cause you to stunlock enemies. After learning that about launch on Raszonde, and increasing the PP cost on Radiga, that should close the gap enough for the 15% to not really matter. You still have to think of neutral damage after all. I'll also be looking into more PP cost changes for other techs.
Anyway, let me know what you think of these changes, or let me know if there is something you want me to test out.