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basically you can adjust different propeties
in custom difficulty, you can adjust:
damage of monsters (very low, low, medium, high, very high, maximum)
damage of traps (very low, low, medium, high, very high, maximum)
health of monsters (very low, low, medium, high, very high, maximum)
chance of receving a status condition (very low, low, medium, high, very high, maximum)
split of damage (if higher, monsters deal more of its type of damage than normal damage) (low, medium, high, maximum)
chance of dropping a usable item like vials (does not affect vitapods) (maximum, very high, high, medium, low, very low, no drops)
very low - 50% of health/damage of monsters/traps, very slim chance of a status condition on hit by monster
low - 75% of health/damage of monsters/traps, slight chance of a status condition on hit by monster
medium - 100% of health/damage of monsters/traps, moderate chance of a status condition on hit by monster
high - 150%? of health/damage of monsters/traps, high chance of a status condition on hit by monster
very high - 300%? of health/damage of monsters/traps, very high chance of a status condition on hit by monster
maximum - 500%? of health/damage of monsters/traps, guranteed chance of a status condition on hit by monster
depending on propeties, it can raise chances of dropping highly coveted items like fire crystals from boxes for example.
You'll ruin the difficulty level of the entire game this way.
Descending Levels have a higher "split" of damage, meaning they'll deal more special damage than Normal damage. A depth 27 Devilite will deal much more percentage of Shadow Damage than a Depth 15 or Depth 6 Devilite. If you were to allow adjust the monster's damages, wouldn't it be logical for everyone to change their damages to Normal and wear Plate Mails?
Players will definitely make all of these attributes as easy for them as possible. I'm mostly stating these because you did not cite the correlations between Rarity and crowns versus difficulty adjustment.
If what you meant is for 'maximum' adjustments (how would they compare with current difficulty?