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How do stats scale?


Clastic
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Do i have to build up my own calculations of the stat scaling based on level and amount. or is there a formula for it? or is it just "LAWL MY ATK IT HIGHER THEN UR DEF!" and if so, how does magic and range scale into it with damage and so on.
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so lik for boss fights, how would i make it so it scales so the boss doesnt one shot a tank, but also makes the tank able to be hit, but it doesnt just run crazy and hit who ever it wants. (lik i guess the better question im trying to ask is there a way to create a defense cap that doesnt allow you to be crit'd but still take damage.) ? and same with magic users. im hoping magic doesnt scale with strength…...and the crit bonus from speed? is there lik a set amount to = 100% and cant it be changed in the source to scale with levels? Also can u create an aggro table? where the tank creates more threat based on class the the magical user or the melee so they dont get one shotted every time they attack.
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