Yah sorry if this is a bother with me constantly pestering you about the def scaling, but i just thought of a good way to make defense work, while encourgaing even stat distribution. Damage dealt (regardless if its from the enemy to me, or vice versa) is equal to damage * (Attacker Defense +20000)/(Reciever Defense). To make it so that you dont get attack scaling up from massive defense disparity, if Attacker Defense +20000) >= (Reciever Defense) then damage dealt is not reduced or increased. Of course, crits should only apply to the damage dealt after the defense reduction.
Oh but, dont exactly use +20000, because that kinda of arbitrary value only works for mid to high tier enemies. At low tier, enemies have neraly no defense, so this means that the player will always do full damage to enemies at least up to 20k defense. Instead, make this value something that scales on the player's level or cultivation. (Same could apply for enemies)