Express goals of this system
Inferred goal: a stat sink
- Support scaling so that content is evergreen. As you gear up, new content becomes available and old content remains engaging
- Support scaling in a way that doesn't require different builds for down-scaled content. No removing gear to be competitive
Create a system where nobody can max their stats. Everyone needs to choose how to distribute their stats
Here, I'm talking about the stat contribution portion. Not the "other" portion, which is another layer of non-maxable stats
Full disclosure, I am a fan of the Inferred goal. I prefer a system where you have to specialize on a few stats/traits instead of being great at everything.Ratio of stats to item level
Most gear gives 15 stats per item level. Each point of combined rating is contributing one point to each of the 15 stats. (Hit Points are a special case: they aren't part of the core 15 stats and they gain at a rate of 4:1)
This rate is applied evenly to the base stats for things like equipment, enchantments, runestones, insignia, most guild boons, etc.
Some things give Item Level while giving less than the standard 15:1 rate. I'll call them Out-of-Ratio Gear
. Some, but not all, examples
How the system is intended to work
- Companion Enhancement Power gives no stats (the purple hued item buff on the companion sheet)
- Collars give half their item level in stats
- Tenebrous enchantment gives 90% of it stats
- Mount Attack Powers give no stats
- Weapon and Armor enchants give no stats
- Gear with conditional stat bonuses give an out-of-ratio gain instead of loss (+2500 combat advantage when over 75% stamina, for example)
- These items offer a desirable bonus that offsets the lack of stats.
- The increase in item level increases base damage and Hit Points which further offsets the lack of stats.
What does this accomplish?
It creates a stat sink. By increasing Item Level without commensurate stat increases, it becomes impossible to get all stats to their 50% cap.
The loss of stats is offset by the bonuses gained as well as a Base Damage increase given by improved Item Level. Even junk collars give a small dps boost in unscaled content.
This all works well, until you start scaling. Then it rapidly falls apart.How scaling is handled
Why Out-of-Ratio Gear breaks scaling
- The stat percentages on the character sheet are set. They don't change when you enter scaled content
- The item level cap for scaled content is used in place of your actual item level
- Item level is used to calculate Hit Points and Base Damage
These items increase the gap between your stats and your item level. To optimize your stats, you need to reduce non-optimal stats to increase the most desirable stats.
For dps, this usually means sacrificing non-offensive stats and prioritizing some offensive stats over others to get your favourite stats capped to 50%.
End game builds have maxed out their Collars, Weapon and Armor Enchants, etc. As such, they have to make a lot of stat sacrifices for these benefits that lower geared players don't have to make. Without the benefit of the increased item level to offset the stat sacrifices, anyone being scaled down is losing dps compared to those who havent made those sacrifices. Most collars result in a net dps loss. Mount Attack Powers have very high ilvl which significantly reduces their effectiveness when capped.
A player has to either accept a loss of effectiveness in scaled content or run multiple down-geared and balanced builds for scaled content. This is contrary to second expressed goal.
Here's the kicker. Virtually everything is scaled. With the exception of Tower of the Mad Mage and Zariel: Master, every piece of content has a level cap, even the upcoming new dungeon is slated to launch with a 51k cap. Sure, that cap isn't a concern for the majority of players, myself included, but it is a concern for many.
Consistent scaling relies on a consistent ratio of stats. Having a mix of standard ratio items (equipment, enchants, etc) and off-ratio items (collars, mount attack powers, etc) simply cannot scale well.Suggestion
If everything that gives item level gives the same ratio of stats and if all stat bonuses on equipment are replaced by "Other %" bonuses, scaling will be more consistent. If a 15:1 ratio is used, everyone would be able (with some effort) to balance all their stats to the 50% cap.
If a lower ratio is chosen, ie) 12:1, the players won't be able to cap everything, but scaling will still be smooth. However, this still results in the non-dps collars incurring a small penalty when down-scaled. Or, more accurately, a loss of the small gain when not scaled.