loop: baseline
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@@ -27,7 +27,7 @@ On level-up: `hp_current = maxHp`, loop to handle multiple level-ups from one re
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## Derived stats
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```
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maxHp = 50 + vit*10 + level*5 + itemBonusVit*10
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maxHp = 50 + totalVit*10 + level*5 // totalVit = base vit + equipment vit (counted ONCE)
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primary = STR | INT | AGI (by class)
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attack = 5 + primary*2 + level + equipment.bonus_attack
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defense = floor(vit*1.5) + equipment.bonus_defense (+10% if Warrior)
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@@ -35,7 +35,7 @@ speed = 10 + agi
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critChance% = min(40, 5 + floor(agi*0.5)) (+8 if Ranger)
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critMult = 1.5
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```
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Equipment `bonus_str/agi/int/vit` are added to the base stats BEFORE the derived formulas.
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Equipment `bonus_str/agi/int/vit` are added to the base stats BEFORE the derived formulas, and nowhere else (never count an equipment bonus twice).
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## Damage
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```
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