Boss scaling for a 2-player guild โ 50 hand-crafted raid bosses
2
๐ฅMax Guild Size5 players
โณRaid Cooldown8 hours
โ๏ธCombat Rounds5 max
๐Healing PhasesAfter rounds 1, 3, 5
๐Loot Per Player3โ4 items
๐MVP Bonus+1 extra item
Scaling (2 members): Scale = 1.0 + (members โ 1) ร 0.275 โ 1.275ร Boss HP = Base HP ร Scale (displayed ร3 cosmetic) Boss Damage = Base Dmg ร Scale Boss Defense = Base Def ร Scale XP / Gold = Fixed per boss (split among raiders)
โ ๏ธ Stats are hand-crafted per boss. Each extra member adds +30% boss HP, damage & defense. Rewards are split evenly.
๐ Boss HP & Combat Stats
๐ Rewards Per Boss (Base Pool)
๐ Full Boss Table
#
Boss
HP
Dmg
Def
XP
Gold
Ability
๐ Reward Breakdown
How rewards are distributed after a victorious raid
Loot Drops Per Player: 3 guaranteed items + 75% chance of a 4th MVP (top damage) gets +1 extra item roll Rarity scales with raid # โ higher raids = rarer drops Raids 18+: Only Legendary, Mythic, and Divine loot
Guild Bank Bonus: Guild Gold += 25% of base boss gold Guild XP += 50% of base boss XP Guild Level += 1 (progresses to next raid boss)
๐ Stat Scaling & Diminishing Returns
How stat investment translates to effective power โ dashed = raw, solid = after boss-fight soft-cap
20
Raw Scaling (linear): STR โ +2 damage per pt |
DEX โ +1.2 phys dmg, +0.4% crit |
INT โ +2.2 magic dmg |
WIS โ +0.8 magic dmg CON โ +1.5 defense per pt |
AGI โ +0.4% dodge per pt |
LUK โ +0.3% crit per pt |
CHA โ +0.3 luck per pt, +0.15% double drop (cap 15%)
Boss-Fight Soft-Caps (diminishing returns above threshold): Damage > 115 โ only 5% returns per additional point Defense > 56 โ only 15% returns per additional point HP > 640 โ only 15% returns per additional point Crit % hard-capped at 30% |
Dodge % hard-capped at 20%
โ ๏ธ Soft-caps only apply during boss/raid fights โ PVP uses raw stats with a separate 30% blanket reduction.