Skip to content

Weapon armor scaling

Chris Davidson requested to merge Shibari/t-engine4:WeaponArmorScaling into master

This alters the scaling of weapon mastery talents and armor training, nerfing both considerably, especially for high level NPCs. The basic goals are:

  • Fix weapon damage being frustratingly weak early game, especially due to how high armor can get on early randbosses or even normal NPCs with a few ranks of armor training

  • Significantly narrow the gap between light and heavy armors

  • Nerf the strength of the Armor Training talent and lower access to armor hardiness in general

  • Massively nerf NPC weapon damage scaling

  • Reduce player weapon damage mid/late game

  • Increase the value of physical save by avoiding the "every rare eventually gets 90-100 phys power" problem

  • Allow players to invest in Armor Training and still potentially use different armor types, making itemization more fun, while still keeping the benefit larger for heavier armors

The nerf to PC weapon damage is pretty conservative to avoid causing any potential issues, but its likely more changes will be necessary eventually. For NPCs, its massive. Some breakpoints:

TL1: 10/22% -> 20/20%

TL5: 50/50% -> 40/40%

TL10: 100/72% -> 52/52%

TL20: 200/100% -> 64/64%

TL30: 300/122% -> 70/70%

At a minimum these numbers should be better than the ones on live and we should see less newbies brickwalling on rares with armor or getting hit for 3k by a Shadowstriking randboss.

Merge request reports