A Brief Guide to Level Scaling
Thanks for the short, but informative post, Pippy!
Answered a lot of my questions in an easy to read format.
Arc Salvo: Okay hold one sec guys, we can't just rush in blindly vs these Nemesis, they've got these ranged aoe's tha-
Teammate1(charging in): Shut up, Arc Salvo, you lame*$% Viewtiful Joe wannabe! What do you know?!
Teammate2(also charging): yeah, ST#& arc salvo u PWR RANGR U!
Arc Salvo: *sigh*
kind of a newbish question, whats the name colors asscociated with those numbers of even, +1, +2, etc ....
thanks in advance, great mini-guide
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kind of a newbish question, whats the name colors asscociated with those numbers of even, +1, +2, etc ....
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Even level = white
+1 = yellow
+2 = orange
+3 = red
+4 or higher = purple
LT class enemies are one color higher than their level
Boss class enemies are two colors higher than their level
For example, a +1 LT is orange, a +2 boss is purple.
Also, Giant Monsters always con purple regardless of level and have a scaling property that makes them semi-dangerous even to high level characters. (Semi-dangerous because higher level characters typically have more defenses that apply against a givemt giant monster.)
I did some VERY rough checking at one point of XP vs. level.
-2 enemy: 1/3 "standard" XP
-1 enemy: 2/3 standard
0 enemy: Standard
+1 enemy: 4/3 standard
+2 enemy: 5/3 standard
I keep meaning to get more precise measurements for these and extend the list [+3, etc.] but I haven't done it yet.
Anyone feel like doing the experiments? [NOTE: make sure to try the same type- not all "even con minions" give the same XP. BP husks give less than Green Ink Men, as an extreme example. ]
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Here are some numbers I got long ago on the XP multiplier for mobs based on level.
-1 : 0.710
0 : 1.000
+1 : 1.354
+2 : 1.780
+3 : 2.366
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Do those numbers apply to the damage a player deals to an NPC? Or player damage resistance?
As we all know, when you're fighing enemies of higher level than you, you're more likely to miss and when you do hit, your powers are less effective. However, accurate numbers can be hard to find. In particular, Geko's oft-quoted post on this subject is woefully outdated.
Here are the current numbers; many thanks go to Pohsyb for running the accuracy tests.
Foes your level have not changed. You have a 75% chance to hit and your powers are 100% effective.
Foes 1 level above you - You have a 65% chance to hit and your powers are 90% effective.
Foes 2 levels above you - You have a 56% chance to hit and your powers are 80% effective.
Foes 3 levels above you - You have a 48% chance to hit and your powers are 65% effective.
Foes 4 levels above you - You have a 39% chance to hit and your powers are 48% effective.
Foes 5 levels above you - You have a 30% chance to hit and your powers are 30% effective.
Foes 6 levels above you - You have a 20% chance to hit and your powers are 15% effective.
Foes 7 levels above you - You have a 8% chance to hit and your powers are 8% effective.
Presumably, foes 8+ levels above you, you have a 5% chance to hit and your powers are miserably ineffective, although I don't have good numbers for these.
I hope you guys find this helpful!