So as we all know, Mod16 brought us two new concepts: “counter stats” and “scaling”. I tried to get a deeper insight into both concepts at the current state of the game. I decided to note my stats for all (epic) dungeons, skirmishes and available epic trials for several characters with different item level, stats and player level.
I compared the following characters:
- Ligula, a lvl 80 Rogue with around 22k Item level. She is my main and I'm working on having good/balanced stats for end-game content. Still overcaped at most stats except CA but hey, working on it... She has orange Alabaster weapons.
- Maxwell, a lvl 70 Warlock with about 14k Item Level. He is just some alt I've done some campaigns. I gave him spare enchantments, mostly brutals, so he reach 14k Item Level to test stuff. There is now “big plan” behind his stats. He has purple Wootz weapons.
- Maxwell, same lvl 70 Warlock, but with no enchantments and around 11k. Item level. Still purple Wootz weapons.
With all three characters I visited all available content in the game and noted my offensive stats.
You find a summary of my stats in this spreadsheet: https://docs.google.com/spreadsheets/d/1ynPsCICOVIuDVqnCFJKr0tdc7iOzjLMdyeAZHC6xfPE/edit?usp=sharing
I've calculated the %stats out of player and enemy stats and the expected value of a hit with 100 Magnitude and 100% CA uptime based on the formulas on Janne's homepage (https://jannenw.info/pages/mechanics16/formulas
) (At this moment, the calculations aren't in the spreadsheet because I just copied my OpenOffice data – I consider to fix that at some point). I didn't take into account gear % damage, boons, weapon enchantments etc. because that is not the point here. I hope I didn't make any major mistakes in my calculations – if so feel free to correct me.
The suggestions I will derive out of the data are the following:
1) The scaling for MSP isn't right at the moment.
2) Skirmishes aren't scaled in a meaningful way. The scaling needs to be adapted.
3) Looking a the implications of the current scaling, a re-structure of the random queues is necessary.
4) Scaling of weapon damage has a massive impact on the overall damage.
5) Scaling brings players closer together – closer than it should be.
To be able to compare the outcome in the different places with different characters I plotted some data I found interesting. I try to discuss this urgent issues based on the implications of the graphs.
1) When you look at the damage modifier, you see a clear structure for the intermediate dungeons (MC to FBI) – they all have the same damage modifier. As you can see in the graph, there is a problem with MSP, it has (for no obvious reason) a lower damage modifier than the other dungeons. Because MSP is logically a part of the other named dungeons, its scaling need to be fixed.
Edit: I forgot to clairfy what is meant with "damage modifier". It is everything stat-wise combined what will buff your damage.
Simply put: damage = weaponDamage * MagnitudeModfier * damageModifier.
2) No if we look at the skirmishes (MotH to MBH). There is no clear structure visible. Of course Master of the Hunt has a way lower enemy rating (6125) the other have a rating of 7000. So you would expect that they are in some way similar. But they are not. Even worse, for this content it is possible that a lower level / item level character has a higher damage modifier. That isn't right.
3) Now for the “higher” content (Tomb, Cradle and CR). They have obviously a minor harsh scaling close to no scaling at all. So if you take a look at the overall picture, based on the scaling the following re-structure of random queues is meaningful (at least for me). Move Tomb, CR and Cradle into the expert queue.
4) Now let's talk about the weapon damage. I can understand you feel the urge to scale the weapon damage too. But if you look in the effects of that scaling, you can see that powerful weapons are reduced massively what has a direct influence to the overall damage additionally to the scaling of the stats. In the QA stream was mention, that “double scaling” was a mistake. But with scaled weapon damage you provoke a double scaling again. With scaled weapon damage the content is harder than before the patch (with the lower scaling). Please consider to either not scale weapon damage (because your damage modifier is already scaled) or at leas scale them less harsh so that it is meaningful to have better weapons.
5) My 5th point is that you scaling brings players closer together that it should. I see positive sides on the idea that players, that play together at different progression points in the game shouldn't be too far apart from each other. Like Ligula is doing trice the damage than Maxwell. But where is the benefit in investing into my character if it is only slightly better (or even worse) than a lower geared character? In scaled content Maxwell, a character I put now effort in, with random enchantments, is doing 2/3 of Ligula's damage. The closer together damage is an outcome of harshly capped weapon damage, and harshly scaled other stats (for example Power and Armor Penetration).
I hope my calculations help the community to get a deeper insight into scaling at the current state of mod 16. Additionally I hope that my descriptions help the developer team to fix some obviously non-fitting scaling.
Edit 2: I've added some colors...