I am not sure why this is seemingly so difficult for the developers to figure out and implement What ever your caps at level 80 are percentage wise be it 100% or 90% or 50% Its a pretty simple math formula to make those percentages the same at level 70 or even level 60 content. If you are capped at a stat on lvl 80 you dam well better be capped on that stat at 70. It really is that simple.
For example if the stat cap for critical avoidance is 65000 at level 80 and you have 66000 you are capped at 100%
If the stat cap for critical avoidance at lvl 70 is 45000 you are still capped at 100%
If the defense cap at level 80 is 65000 and you have 50000 you are at 83.33% of cap
So at level 70 no matter what the cap you are still at 83.33% of cap and so on for lvl 60, 50 etc.
Note this is only for the stats and counter stats, weapon damage I believe is calculated differently so would need to be scaled slightly differently.
Fixing the stats counter-stats scaling would go a long way to healing a lot of the brokenness currently in the game.
Just my 2 cents
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It is working as intended.
Just boycott all scaled down content and spend the time you save on something else.
If the cap to some stat is on map lvl 70 "45k" and your char manages to collect 45k, you should reach the cap - not have your stats magically halved.
Your proposed way retains the uninvited beauty of suddenly getting worse on level up, but in my eyes that is actually the real thing that needs to go away.
The only variable I see is weapon damage and possible enchants as I am not sure how they scale those.
I understand that you say: keep percentage of the hardest reachable cap. But that will not cure such drop! There are still scenarios you become less proficient on level up. (you levelled-up, so the new 71 level cap is higher - and your stats suddenly drop due to the scaling. So in the same content with the same gear just because levelling-up you are no longer reaching the cap)
As well it does not make sense that it would take the same amount of stats on your char to be capped in lower level content with much lower stat cap.
I guess - whatever, level the field and once you reach lvl 80 make everything stat wise the same difficulty (your proposal?), but I do not get why the same stuff you are playing suddenly gets harder on level up. I mean, if something, most of us probably dream of getting stronger, not senile.
The present system is a complete wreck and lvl 70 content has already started to become ghost towns, whats the point with great lvl 80 gear and you get wrecked by lvl 70 trash. Pretty pathetic and shortsighted of them not to see how this will play out. One trick ponies are only fun for a little bit then folks will move on.
We are not talking here about how difficult a content should be, but how hard it is to reach the easiest setting.
How easy a content can get is set by capping, that means for example 50 % critical is the best you can do and you cannot pass that number. You can cap many things and I think the only uncapped attributes in the game now are HP, Power and weapon damage.
But we are not talking about that, we are talking about scaling. And scaling is technically how hard it is for player to reach a certain number in accordance to the level.
Current version behaves: if your actual level is higher then the level of content, it is practically impossible to reach the cap number.
Your proposition behaves: on level 80 it is equally difficult to reach any cap number – be it 1 or 100000.
What I think: both cases are addressing a wrong issue. If you want to limit how easy a dungeon can get, you have to play with the actual cap, not what number will reach it. Limit the maximums, in this case probably the rest - HP, Power and weapon damage.
Don't penalise player for levelling up. Set how easy the content can get, don't create some weird equation how different levels have to use different ways to reach the same numbers.
Now a bit off topic here sorry:
@adinosii i couldnt pass without saying that your signature is, in my opinion, the most perfect example for the problemens on this mod for those that tested on preview...
again with some tweeks
"What we've got here is failure to communicate.
Some dev's you just can't reach...
So, you get what we had here last mod, which is the way he wants it!
Well, he gets it!
N' I don't like it any more than you men." *
also a really good song...