public Attack EnemyCreateAttack(EnemyStatsController attackerStats, PlayerStatsController defenderStats, Vector2 hitBackForce)
    {
        float coreDamage = attackerStats.GetCurrentDamage();

        coreDamage += Random.Range(plusDamage.x, plusDamage.y);
        coreDamage -= defenderStats.GetDefenceStat();

        bool isCritical = Random.value < criticalChange;

        if (isCritical)
        {
            coreDamage += criticalMultiplier;
        }

        return(new Attack((int)coreDamage, isCritical, hitBackForce));
    }