Rather than the stated "7000 in (x) zones and add 50,000 in dungeons" or whatever noworries has cooked up, Barovia (CR by extension) and Chult (Tomb by extension) seem to be using the Mod 15 defense values (aka: you need a
ton of ArmorPen to deal normal damage).
Better fix this or risk the newbies coming for the zone dealing 0 damage due to obscene ArmorPen requirements.
This was in the Sisters of Fury hunt, but I think it should paint a pretty good picture of the situation.
ArmorPen was 81,898, effectiveness sans Commander's Strike was 84.9%.
Doing basic algebra, we want to find the ArmorPen needed to deal normal damage (represented by "?").
81898/0.849=?/1.0
81898=0.849*(?)
96464=(?)
While ~96500 ArmorPen is not quite the old 100% RI often quoted and this isn't against the final boss of CR, this shows that Barovia has very very high ArmorPen requirements contrary to what is stated by the devs.
Tomb of the 9 Gods also seems to have this bug.
Effectiveness is roughly 85.6%, ArmorPen was 67,613.
67613/0.856=(?)/1.0
67613=0.856*(?)
78987.149= (?)
Again, while not versus the final boss of Tomb or equal to the often quotes 85% RI needed in previous mods, the ArmorPen requirements are far higher than what is expected of the dungeon.
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I was half disctracted by other things when typing this up and didn't realize this was in the player feedback (PC) section.
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Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
If my data is correct, there are problems with the stated enemy ratings and the (out of the ACT effectiveness) calculated enemy ratings in the following places:
I calculated the enemy rating with
enemyRating = (1 - Effectiveness) * 100000 + Armpen - 50000
It is possible my data is flawed, because I visited the places alone and only hit the first few mobs. But for the other places the calculated enemy ratings fit quite well the stated enemy ratings.