For this patch, I've included balance changes to the damage calculation formula in order to give player stats more weight.
An unintended bug was causing player damage to be capped depending on a player's level. This cap should only apply to enemy damage to help reduce scenarios where players are killed in one hit.
As a result, players will now have the potential to deal much more damage with their attacks when their Physical or Magic attack stats are higher than the enemy's physical or magic defense.
I have also adjusted the damage scaling to help low level players figure out this system and reduce previously strict offense requirements. Now, the lower your level is, the greater impact a small difference in stats will have. For instance, adding one additional point of Intelligence at level one will now most likely result in additional damage done, whereas before several points were required before damage was increased by even a single extra point.
I hope that these changes help point players in the right direction about which of their attacks are effective against which enemies, and make collecting equipment upgrades more fun and rewarding!