| Having weapon durability (for fighting only, no death penalty) and extrapolating the maximum experience acquired before the collective weapons available in that chapter all degrade would allow for a soft cap. When the weapon degrades, it shouldn't become completely useless but degrade enough that the boss is challenging even when they are past the anticipated level thus little benefit is gained from overleveling. That would allow for an interesting dynamic like as followed:
Ideal Level - 3 / Normal Weapon = Extremely Difficult
Ideal Level - 2 / Normal Weapon = Very Difficult
Ideal Level - 1 / Normal Weapon = Difficult
Ideal Level / Normal Weapon = Intended Difficulty
Ideal Level + 1 / Slightly Degraded = Difficult
Ideal Level + 2 / Moderate Degraded = Very Difficult
Ideal Level + 3 / Very Degrade = Extremely Difficult |