No, because this game doesn’t have % scaling when it comes to stats, everything is “flat”
Each level in a skill (or most skills) will only add a flat damage bonus.
For example:
lvl1 100 dmg
lvl2 150 dmg
lvl3 200 dmg
now add to that whatever amount of +atk you got from equipment and STR and substract whatever amount of defense you face.
So lets say you have +100 atk from gear right now and you use lvl2 vs lvl1 and the enemy has 50 armor.
You’ll deal 100+150-50 dmg = 200 dmg. (lvl2) vs 100+100-50 dmg = 150 dmg (lvl 1 deals 75% of what lvl 2 does)
now let’s assume you have +300atk from gear.
300+150-50 dmg = 400 dmg. vs 300+100-50dmg = 350 (lvl 1 deals 87,5% dmg)
As you can see, the more gear you have, the better the lower level shots become compared to high level skills, all up to the point where they are barely any different.
They are cheaper too.
Which is why going full SPR and using low level skills only is a huge mistake, at least for single-hit spells, you don’t get the benefits from going full str/dex and also not the flat bonus damage from using a higher skill level.
Multishot, Rapidfire, “Circle” (whatever it was called) Arrow are skills that scale really well with gear AND skilllevel however. Because you gain additional hits which each level.
that means our “300+150-50 dmg = 400 dmg.” calculation gets multiplied by 2,3,4,5 (whatever level you choose).
That also means that you won’t do much damage without good stats and gear.
Why? because instead of having 1 huge skill, that does a +1000 bonus damage, you get 10x +100 bonus damage, which are all affected by mob-defense
Thus Archer will scale really well with good equipment and offensive stats, and will do very poorly in the beginning (on top of the -20%-40%ish dmg reduction you face early on, which is a freaking joke imho)
They should’ve made that stuff distance dependend, each tile adds -5% dmg or something like that.