I noticed this as well, the mag def stat in general is making enough of a difference at reducing spells, I'm a mage with good mag def and I'm still getting knocked about by the spells of the desert enemies.
Oh I'm back and playing the RPG, its good what I've seen so far but mages need there spells dmg to be affect mroe by there magic stat and mag def needs to be more effective, those are my only complaints.
Sun Beam is only used by Bosses and monsters which (should/might) require teaming up. A maximum of around 140 isn't that powerful - simply raise your HP at level ups if need be.
Offtopic:
I do agree with Refia! Also there would be no fun in playing an easy game! it increases the spice. About Mag-Def, they reduce the magics. More your Magdef less demage you get!Anyway the price they give out is not that much! I also saw scorpions having 25% chance of dropping ore and after killing over 40 of them, I got none at all! there should be some accurate numbers! 25% just does not work! or am I the most bad luck guy!?
On Topic Suggestion:
1- multi-enemy attack: When I carry dual weapons, there be an option to attack two different enemies or one depends on my choice in a turn!
2- Selling fusioned potions to marchants: Ether=100 Gil and WP=50. we should be able to seel them for a bit less price like 130 for times we need gil!
3- Add an option to trade potions too. same as wielding, that you can craft items and sell trade them, Alchemy should be given a chance to trade mixed potions too! after all, those who spend points on alchemy should run a life ;-]
4- No limit for magic demages. MAG stat x Magic base demage / 15 or something like that. like warirors who have more STR with same Weapon can deal more demage and there's no limit for them! It's not just fair to have 300 MAG stat and just deal 90 with aero!