I know the scaling is a sore topic, that is with us for months.
But there is one thing I don't get and I've mentioned it back in m16, well not true, I don't get many things, but to this topic:
With all the stats capped at the percent level why they need to be scaled at all?
A player can't get over 50% mitigation, or 50% crit chance, or over 100% damage increase from CA, and so on for every stats except for 3.
So why to bother to scale them or touch them at all. If someone reached the cap in the content, any progress will not give them anything. If they didn't at worse they will reach said cap and nothing more.
There are 3 statistics that do need addressing, power, weapon damage, and HP.
Even stats like critical severity and outgoing healing are capped by the slots and possible items.
There are ways to scale it all proportionally and everything, there were multiple suggestions, but at the end, why bother and fight it, when it is capped o begin with?
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If they did something like this instead:
- 1) let the capped stats like Armor Pen, Def, and so on untouched because the % cap already limits them
- 2) define a "hard cap" for Power, HP, and Weapon Damage for each piece of content. For instance, "80k power is the max for Tiamat". Your power wouldn't be scaled, it would just be set to the cap if it's higher than the cap.
Then such manipulation would outright not work and the system would be much simpler to explain and understand.
To prevent players from abusing the system, I would suggest that all players below a certain item level or have missing gear are set to minimum stats for each particular dungeon.
There are solutions to the issue, like a diminishing returns function (e.g X^(1/a) for a > 1)
(or my posts here)
Or a simple solution is a target number and some linear / bi-linear reduction or just value table. (if you are 200% of the target it translates into 50% addition and so on)
I can see the point that someone can move spare stats into HP and Power, I wonder how much of an issue it is compared to the current issues. Considering that even with doing so, it will be still diminished. Perhaps even a combination including some hard cap but one that allows what I've described above, people who need the gear gap to play comfortably able to obtain it.
I wonder if the whole investment for several mods now worth it over the risks of not touching the capped stats and just handle the power, weapon damage, and hp.
Right now, we have the stripping re-allocation occuring with players who want to 'scale' better. I am guessing this exploit was not forseen. Now, its a bunch more work to rework the new scaling system. I do think that we are in a better place now, than where we were... so hopefully its not necessary to start from scratch again.
I struggle with the way in which we scale by stat amounts in some cases, but we scale by IL level in other cases. This inconsistency gives the scaling very irrational behavior. Compare a 1200 IL item that gives +5,000 armor penetration with another 1200 IL item that gives +5% damage. The scaling between the two just doesn't make sense. If we went with stat-scaling only.. thats fine.. then players can judge and compare bonus values against that. I'm not a fan of downscaling the benefits gained from each piece of equipment. Overall scaling based on totals is easier to program, simpler for players to understand, and has more transparency for troubleshooting.