one would have to think from a programing standpoint it would be easier just to extend the damage tables to the higher levels on existing pets-just copy/paste over starting at the prior end point of the existing pet-than having to write a brand new one from scratch to start at say iLevel 114 for a brand new pet. now, if what they have is instead a mathematical formula where damage is calculated on a geometric or logarithmic scale as the pet gains in level I can see an issue, but the work around is rather simple. using older programming techniques it would be a simple series of "if-then-else" arguments, i.e. if level =55-75 go to line 2250, else go to 2270| line 2270 if level 75-98 go to line 3040, else go to 3060 where the damage formulae are on lines 2250, 3040 or 3060 respectively meaning your geometric or logarithmic progression recommences with a much lower doubling iterations, meaning your lifedrinker lars has not doubled ins strength 70 times from base, merely 20 times from whatever base value is set for damage calculations at 119. I'll grant you my programming skills are VERY rusty (the last language I programmed in was pascal, and that wasn't a legacy system, pascal was actually popular at the time) and it's likely easier to do with more precision using .dll files or other object oriented programming techniques but you get the idea.