I forgot about mobs that I added recently, they don't have anything except pictures because I knew back then that we will rewrite them soon enough. So it will take a bit more time than I thought to make all mobs work.
I just downloaded your new pushes. Mobs are acting weird, Nami as a mage at level 52 kills 3 goblins at level 100+ with half a spell. I'll look into allowing to view mobs stats at different levels when I get a chance, but I don't know how to push that without breaking old jobs (unless dev team would no mind game to be without jobs for a while).
Do we even have a magic resistance of any kind, apart from elemental traits? I personally want something like defence/3 + (intelligence+magic)/2. Or simply (int+defence)/2.
And I don't understand spells damage mechanics deep enough. I mean, I know there are base effect and multiplier. But I don't know exact formulas. You explained it once, long time ago, but not detailed enough for me
So spells themselves might be too powerful.
Finally, mobs are not ready yet for final balancing, but it cannot be done without tools allowing me to freely form a party of characters and mobs. Ideally via json, just like our testing dev mode json.