The other thread you mentioned raising the monster attack cap from 2.0 to 3.0, the above example is assuming a 4.0 cap.
We have always planned to raise the monster attack cap from 2.0 to 4.0.
I mentioned these because if the level based attack bonus is not removed ... high level monsters will be dealing 1000~2000+ damage per melee hit on anyone who isn't an Paladin with Burtang. I know SE is wanting to make defense more important, yet 4.0 as a cap is extremely excessive if the monster is allowed to keep it's level bonus.
Monsters that are added with Seekers of Adoulin will not have level correction applied so the damage will not be as high as you may be anticipating.
In the cases where level correction will take place in existing areas, you may see damage increases from monsters, but it will not amount to the numbers suggested. Regardless of whether there is level correction or not, we are adjusting enemies' levels and stats, so don't be afraid to attack and see that difference for yourself. Last thing, players will need to adjust their strategy and especially focus on defense. It will be important to consider decisions such as food, magic, songs, rolls, and equipment.
Camate will the developers be doing anything about the rampant use of defense down by every NM they've created? Currently all the harder NM's use some form of aoe defense down move that renders our defense useless. Even someone with Defender + Cocoon + Protect V + Taco will have no defense if something like Aegis Schism, Bilgestorm, Tourbillion, Yaksha: Damnation, Shadow Wreck, Dark Star or Flank Opening hits them. There are too many -defense moves to name and they all make defense pretty useless of a state to use.
Same as the above and I'm sure you guys are aware of the following: More focus will be required to remove applicable status ailments and also temporarily disengage the enemy to reduce the risk of potent attacks.