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Improved Scaling

zimxero#8085 zimxero Member Posts: 876 Arc User
edited February 2021 in Player Feedback (PC)
After thinking more on scaling and running numbers... I believe the following would work better and be easier to manage and understand:


1. Remove combined ratings from the game. (except for select cases)
2. Set all default starting stats at a flat 25%.
3. Each Item Level adds 5 stats or equivalent value.
4. Scaling upward adds 20% of Item Level differential as combined rating. Scaling downward subtracts 20% of the Item Level difference in combined rating. (50,000 IL scaling to 25,000 IL would lose 5,000 to all ratings)

A 50,000 ilevel character would have an average stat value of about 41.666%, with a lot of allocation control, while a new character's stats will average 25%. You never gain stats by removing stuff. It doesn't matter where your stats come from anymore. You just need one column to show the percentage. The stat percentages barely drop when you scale. There is room to raise the caps to 100%, and room for growth exists up to and exceeding 100,000 IL.


* * * * * E X A M P L E S of G E A R * * * * *

* Unbolstered Mythic Companion (4,500 IL) - 1,500 in every stat, 2,500 for augmented stats
* Bolstered Mythic Companion (9,000 IL) - 3,000 in every stat, 5,000 for augmented stats
* Mythic Staldorf Companion Power (1,500 IL) - plus 7.5% Combat Advantage
* Legendary Barbed Insignia of Dominance (200 IL) - 500 Power, 500 Forte
* Mythic Barbed Insignia of Dominance (400 IL) - 1000 Power, 1000 Forte
* Enchantment, Rank 15 (200 IL) +1000 total added to specified stats
* Practical Collar V (1000 IL) - Effect +200cr
* Other Collar V (1000 IL) - Effect +100cr
* Headwear (1000 IL) - 1250 CritSeverity, 1250 CombatAdvantage, 2500 Defense
* Armor (1000 IL) - 2500 CritSeverity, 2500 Defense
* Handwear (1000 IL) - 1250 CritStrike, 1250 CritAvoid, 2500 Defense
* Weapon (1000 IL) - 2500 Combat Advantage, 1250 Accuracy, 1250 CritStrike
* Offhand (1000 IL) - 2500 Combat Advantage, 1250 Accuracy, 1250 CritStrike
* Footwear (1000 IL) - 1250 Awareness, 1250 CritAvoid, 2500 Defense
* Neck (1000 IL) - 2500 CritStrike, 2500 CritSeverity
* StatRing (1000 IL) - Effects plus 3750 PrimaryStat, 1250 SecondaryStat
* Statless Ring (1000 IL) - Effects plus 100cr
* Waist (1000 IL) - 2500 Defense, 2500 SecondaryStat
* Shirt (1000 IL) - 2500 PrimaryStat, 2500 SecondaryStat
* Leggings (1000 IL) - 2500 PrimaryStat, 2500 SecondaryStat
* Mythic Artifact (900 IL) - 4500 total stats [iLevel doubled for these]
* Campaign Boon ( 0 IL ) - no changes
* Stronghold Offense/Defense Boon (600 IL) - 200cr, plus adds 200 Feature Stat per structure level
* Stronghold Utility/PvP Boon ( 0 IL ) - no change
* Companion Gear (1000 IL) - 200cr, +2000 allocated to specified stats
* Runestone Rank15 (200 IL) - 1000 to SpecificStat
* MountCombatPower Unbolstered (2,000 IL) 200cr plus ability
* MountCombatPower FullBolster (4,000 IL) 400cr plus ability
* MountEquipPower Unbolstered (2,000 IL) 400cr plus 4000 in specified stat
* MountEquipPower FullBolster (4,000 IL) 800cr plus 8000 in specified stat
Post edited by zimxero#8085 on

Comments

  • jman3l#5579 jman3l Member Posts: 302 Arc User
    > @zimxero#8085 said:
    > I recommend a small adjustment to the current scaling system.
    >
    > 1. Remove combined ratings from the game.
    > 2. Set all default starting stats at a flat 30%
    > 3. Default stats drop by 33% of a character's item level. (for 50,000 il: 30% default - 16.666% = 13.333% adjusted base stats)
    > 4. Give every item the equivalent of 10 positive stat ratings per item level. (200 iLevel r15 Radiant enchantment would give 2,000 Power)
    >
    > With this system, only damage and health are scaled. All gear adds to your stats. A 50,000 ilevel character would have an average stat value of 46.666%, with a lot of allocation control, while a new character's stats will average 30%. You never gain stats by removing stuff. It doesn't matter where your stats come from anymore. You just need one column to show the percentage. The percentage wont change when you scale. Mythic companion base stats would equal 2,000 at 100% bolster. Augments might gain +500 in their three stats.

    This is a good idea. Put augments at 1k to enhancements i think though. Unfortunately this good idea won't be considered most likely =/. A shame.
  • zimxero#8085 zimxero Member Posts: 876 Arc User
    edited February 2021
    After thinking more on scaling and running numbers... I believe the following would work better and be easier to manage and understand:


    1. Remove combined ratings from the game. (except for select cases)
    2. Set all default starting stats at a flat 25%.
    3. Each Item Level adds 5 stats or equivalent value.
    4. Scaling upward adds 20% of Item Level differential as combined rating. Scaling downward subtracts 20% of the Item Level difference in combined rating. (50,000 IL scaling to 25,000 IL would lose 5,000 to all ratings)

    A 50,000 ilevel character would have an average stat value of about 41.666%, with a lot of allocation control, while a new character's stats will average 25%. You never gain stats by removing stuff. It doesn't matter where your stats come from anymore. You just need one column to show the percentage. The stat percentages barely drop when you scale. There is room to raise the caps to 100%, and room for growth exists up to and exceeding 100,000 IL.


    * * * * * E X A M P L E S of G E A R * * * * *

    * Unbolstered Mythic Companion (4,500 IL) - 1,500 in every stat, 2,500 for augmented stats
    * Bolstered Mythic Companion (9,000 IL) - 3,000 in every stat, 5,000 for augmented stats
    * Mythic Staldorf Companion Power (1,500 IL) - plus 7.5% Combat Advantage
    * Legendary Barbed Insignia of Dominance (200 IL) - 500 Power, 500 Forte
    * Mythic Barbed Insignia of Dominance (400 IL) - 1000 Power, 1000 Forte
    * Enchantment, Rank 15 (200 IL) +1000 total added to specified stats
    * Practical Collar V (1000 IL) - Effect +200cr
    * Other Collar V (1000 IL) - Effect +100cr
    * Headwear (1000 IL) - 1250 CritSeverity, 1250 CombatAdvantage, 2500 Defense
    * Armor (1000 IL) - 2500 CritSeverity, 2500 Defense
    * Handwear (1000 IL) - 1250 CritStrike, 1250 CritAvoid, 2500 Defense
    * Weapon (1000 IL) - 2500 Combat Advantage, 1250 Accuracy, 1250 CritStrike
    * Offhand (1000 IL) - 2500 Combat Advantage, 1250 Accuracy, 1250 CritStrike
    * Footwear (1000 IL) - 1250 Awareness, 1250 CritAvoid, 2500 Defense
    * Neck (1000 IL) - 2500 CritStrike, 2500 CritSeverity
    * StatRing (1000 IL) - Effects plus 3750 PrimaryStat, 1250 SecondaryStat
    * Statless Ring (1000 IL) - Effects plus 100cr
    * Waist (1000 IL) - 2500 Defense, 2500 SecondaryStat
    * Shirt (1000 IL) - 2500 PrimaryStat, 2500 SecondaryStat
    * Leggings (1000 IL) - 2500 PrimaryStat, 2500 SecondaryStat
    * Mythic Artifact (900 IL) - 4500 total stats [iLevel doubled for these]
    * Campaign Boon ( 0 IL ) - no changes
    * Stronghold Offense/Defense Boon (600 IL) - 200cr, plus adds 200 Feature Stat per structure level
    * Stronghold Utility/PvP Boon ( 0 IL ) - no change
    * Companion Gear (1000 IL) - 200cr, +2000 allocated to specified stats
    * Runestone Rank15 (200 IL) - 1000 to SpecificStat
    * MountCombatPower Unbolstered (2,000 IL) 200cr plus ability
    * MountCombatPower FullBolster (4,000 IL) 400cr plus ability
    * MountEquipPower Unbolstered (2,000 IL) 400cr plus 4000 in specified stat
    * MountEquipPower FullBolster (4,000 IL) 800cr plus 8000 in specified stat
    Post edited by zimxero#8085 on
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