EPGains-Tensura

Adds EP scaling for players & bosses

EPGains — Existence-Based Damage Scaling for Tensura

  A server-side balance patch for Tensura. Base Tensura treats EP, MP, and AP almost entirely as skill-unlock gates: once you cross the threshold for a skill, the pool itself stops mattering. EPGains turns
  those pools back into a power curve, so a character with 10× the EP of another actually hits like it.

  Fully content-neutral — adds no items, skills, or mobs. Just scales damage in and out. Every knob is a server config, so admins can tune or disable anything without touching clients.

  Offensive scaling — linear, uncapped

  Each axis multiplies damage on top of the others:

  - EP → all damage: +1% per 50,000 Max EP. Applies to every outgoing hit (melee, spell, battlewill, skill). At 1M EP = +20%, at 10M = +200%, at 100M = +2000%.
  - MP → magic & elemental: +1% per 25,000 Max MP on spell / natural damage. Stacks multiplicatively with the EP bonus.
  - AP → battlewill: +1% per 15,000 Max AP on aura-infused strikes. Stacks multiplicatively with the EP bonus.

  Final multiplier = (1 + EP bonus) × (1 + category bonus).

  Defensive scaling — capped, diminishing returns

  - EP → incoming damage reduction: curve of cap × (1 − exp(−EP ÷ scale)). Default cap 25%, scale 2,000,000 EP (≈16% reduction at 2M EP, ≈25% — effectively capped — by 10M). Capped because it stacks
  multiplicatively with Tensura's per-type ResistSkills; leaving it linear would push high-EP defenders past effective invulnerability.

  Mobs

  Non-player entities receive all bonuses at 0.5× rate by default. Keeps bosses threatening at parity without letting them one-shot a player a tier behind.

  Requires: Tensura, ManasCore. NeoForge 1.21.1.

The EPGains-Tensura Team

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