Currently I tend to think combat in Cogg is far too easy for a variety of reasons with the implemented selection of monsters. One of those reasons that I'd like to look over here as to why that is, is their relative attack/defense rolls and how they align with each other compared to a player.
These comparisons will follow the basic idea that the player will be attacking in Stance Offense, and the Mob will also be in Stance Offense as the player has waited for them to attack. It will also follow the rough idea that an equal attack rating means they're generally relative in skill.
What follows below could be considered spoilers I guess by some, so unless you want to know mob rolls and some of what is currently wandering the lands, then please don't read any further.
- Tomb Hound = Attack: 200+D100 // Defense: 150
- Bog Body = Attack: 100+D100 // Defense: 75
- Mossy Shambler = Attack: 50+D100 // Defense: 37
- Skeleton = Attack: 25+D100 // Defense: 18
- Tomb Hound: 200-150+D100 // Result of 50+D100 over their defense. Always a guarantied hit and a hard one
- Bog Body: 100-75+D100 // Result of 25+D100 over their defense. Always a guarantied hit, and still decent
- Mossy Shambler: 50-37+D100 // Result of 13+D100 over their defense. Always a guarantied hit, but could range in damage
- Skeleton: 25-18+D100 // Result of 7+D100 over their defense. Still always a guarantied hit, but could range in damage
Numbers I'd potentially consider for those current mobs would probably look like the following;
- Tomb Hound (225): 200-225+D100 // Result of -25+D100, require a 26+ to land a hit
- Bog Body (120): 100-120+D100 // Result of -20+D100, require a 21+ to land a hit
- Mossy Shambler (40): 50-60+D100 // Result of -10+d100, require a 11+ to land a hit
- Skeleton (30): 25-30+d100 // Result of -5+d100, require a 6+ to land a hit
Then... there's mob abilities/attacks, but that might be another post.
Thanks for reading if you got this far!