Progression Guide¶
A practical guide for admins designing gear and mob stat budgets. The formulas here come from the damage pipeline — see Damage for the full math.
The damage formula (quick reference)¶
base_damage— the item'sdamagestatstrength— attacker's totalstrengthstatdefense— defender's totaldefensestat (mob or player)
On a crit, multiply by (1 + crit_damage/100). Crit chance rolls crit_chance/100 each hit.
Tier stat budgets¶
Use these ranges as starting points. Adjust up or down based on your pacing preferences. The numbers assume the default formula with no extra modifiers.
| Tier | Gear level | Weapon damage |
Attacker strength |
Mob defense |
Mob HP | Time to kill (approx) |
|---|---|---|---|---|---|---|
| Starter | 1–10 | 30–60 | 5–20 | 0–15 | 80–150 | 3–5 hits |
| Common | 10–25 | 60–120 | 20–50 | 15–40 | 150–400 | 4–6 hits |
| Rare | 25–40 | 120–250 | 50–100 | 40–80 | 400–1 000 | 5–8 hits |
| Epic | 40–60 | 250–500 | 100–180 | 80–130 | 1 000–3 000 | 6–10 hits |
| Legendary | 60+ | 500–1 000 | 180–300 | 130–180 | 3 000–10 000 | 8–15 hits |
Worked example (Tier 2 — Common)¶
- Player weapon:
damage: 100,strength: 40 - Mob:
defense: 30,MaxHealth: 300
The mob dies in roughly 3 hits — a bit fast for Common tier. Bump MaxHealth to 400–500 or raise defense to 50.
Defense diminishing returns¶
Defense uses a diminishing-returns formula (defense/(defense + 100)), so stacking it past ~200 has rapidly shrinking gains.
| Defense | Damage reduction | Effective HP multiplier |
|---|---|---|
| 0 | 0% | 1.0× |
| 25 | 20% | 1.25× |
| 50 | 33% | 1.5× |
| 100 | 50% | 2.0× |
| 150 | 60% | 2.5× |
| 200 | 67% | 3.0× |
| 300 | 75% | 4.0× |
| 500 | 83% | 5.9× |
Rule of thumb: defense: 100 doubles effective HP. Items beyond defense: 200 are rarely worth the stat cost.
Strength returns¶
Strength is a linear multiplier — every 100 strength is +100% damage (doubles damage at 100, triples at 200).
| Strength | Damage multiplier |
|---|---|
| 0 | 1.0× (no bonus) |
| 25 | 1.25× |
| 50 | 1.5× |
| 100 | 2.0× |
| 200 | 3.0× |
| 300 | 4.0× |
Since it's linear, there's no "cap" — but stat budgets (below) keep it from spiraling.
Crit chance & damage¶
crit_chance— percent chance per hit (0–100). At 100 every hit crits.crit_damage— bonus multiplier on a crit. Default:crit_damage: 50= 1.5× damage on crit.
Expected DPS multiplier from crits:
Example: 30% crit chance, 100% crit damage → 1 + 0.30 × 1.0 = 1.3× average damage.
Avoid giving players both very high crit chance and very high crit damage — the multiplier compounds fast:
| Crit chance | Crit damage | DPS multiplier |
|---|---|---|
| 20% | 50% | 1.10× |
| 30% | 100% | 1.30× |
| 50% | 150% | 1.75× |
| 80% | 200% | 2.60× |
| 100% | 300% | 4.00× |
Mob design guidelines¶
Trash mobs¶
Fast to kill. Dense spawns. Reward: small XP + common drops.
- HP: 2–4× the player's expected hit
- Defense: low (≤ 30% of damage reduction)
- Abilities: none, or simple
~onTimerwith long cooldown
Named / champion mobs¶
Slower to kill, solo encounter. Reward: uncommon drops.
- HP: 8–15× player hit (~60 seconds of combat)
- Defense: moderate (40–60% reduction with appropriate gear)
- Abilities: 1–2 abilities with
~onHurtor~onTimer
Dungeon bosses¶
Sustained fight. Reward: rare/epic drops.
- HP: 30–60× player hit (3–5 minutes of combat)
- Defense: high (60–70% reduction)
- Abilities: 2–4 abilities, mix of
~onTimer,~onHurt,~onSpawn - Consider adding a phase change at 50% HP (requires health threshold support — see Patterns)
Player HP guidelines¶
max_health is additive on top of the player's base vanilla HP (20). The stat adds hearts.
| Tier | Recommended max_health bonus |
Total effective HP |
|---|---|---|
| No gear | 0 | 20 |
| Starter set | +20–50 | 40–70 |
| Common set | +50–100 | 70–120 |
| Rare set | +100–200 | 120–220 |
| Epic set | +200–400 | 220–420 |
| Legendary set | +400–800 | 420–820 |
Scale mob damage accordingly — a Rare-tier player at 200 HP should feel threatened by a named mob doing 40–60 per hit.
Quick-check before shipping content¶
- Spawn the mob, fight it with starter gear. Does it die in a reasonable number of hits? Is it threatening?
- Fight it with the intended drop item. Is the upgrade obvious?
- Admin-skip to end-game gear, fight a starter mob. Should one-shot or near one-shot — if not, starter mobs feel spongey forever.
- Fight a legendary mob with starter gear. Should be near-impossible — confirms tier gates are real.
See also: Damage pipeline, Stats reference, Mobs