Level Scaling: Difference between revisions

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OK, this is the real thing.
Added new formula for scaling to closer match Tenboro's code. Added column containing parameter values that Tenboro gave us https://forums.e-hentai.org/index.php?showtopic=289914&st=280&p=6767417&#entry6767417 . Adjusted old factors for the new values that were given to us and calculated the rest.
 
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==When it's applied==
Level Scaling pertains to the effective stats of a given piece of [[Equipment Basics|equipment]] versus a player's [[level]]. Equipment will only continue to level with the player if it is [[soulfuse]]d.
There are two cases where the effects of level scaling are visible.


==How It Works==
All stats for equipment have a certain range in which they can be rolled when they are generated. These stats are permanent, as in that when they have been rolled, nothing can change them. Additional stats can be added by [[Forge]] upgrades and potency increases.


<big>'''Using equipment above your level'''</big>
Each stat has a scaling factor expressed as a formula:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Scaled Stat''' = (1 ''+ [[level]]'' / (50/level_factor)) * base_stat</pre>


You're probably familiar with this kind of thing...
Simplified Version:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Scaled Stat''' = (1 ''+ [[level]]'' / simp_level_factor) * base_stat</pre>


[[Image:Scaling.jpg]]
For example, for Elemental Damage Bonus, which has a level scaling factor of 200, the value increases by 1/200 of its "level 0" value per level. Inserting the equipment's ''level'' into the formula gives the actual stats of the item.


...but just to make it absolutely clear, the values in brackets are the stats that the equipment would actually have if worn by a lower level user (level 104 in this case).
[[Image:443 to 444.png|thumb|The difference a single level (443 -> 444) makes can be minor]]


The following are the known level factors for each equipment stat:
{|class="wikitable"
!Stats
!Simp_Factor
!Factor
|-
|width="300px"| '''Weapon Damage / Attack Damage Bonus''' || 16.60027 || 3.012
|-
|| '''Magic Damage Bonus'''  || 22.72727* || 2.200*
|-
|| '''Attack/Magic Accuracy Bonus'''  || 5000* || 0.010*
|-
|| '''Attack/Magic Critical Bonus'''  || 2000* || 0.025*
|-
|| '''Block/Evade/Parry/Resist Chances'''  || 2000* || 0.025*
|-
|| '''Physical/Magical Mitigations'''  || 2000* || 0.025*
|-
|| '''Specific Physical Mitigations (e.g. Slashing)'''  || <big>∞</big> || 0
|-
|| '''Elemental Mitigations (Fire, etc.)'''  || <big>∞</big> || 0
|-
|| '''Magical Proficiency Bonuses'''  || 35.46099 || 1.410
|-
|| '''Elemental Damage Bonuses'''  || 199.20319|| 0.251
|-
|| '''Primary Attributes'''  || 35.4108 || 1.412
|-
|| '''[[Equipment Procs|Proc]] Durations'''  || <big>∞</big> || 0
|-
|| '''Siphon Procs'''  || 25<span style="display:inline-block;transform:translateY(-2px);">[[Missing Data|?]]</span> || 0
|-
|| '''[[Burden]]'''  || <big>∞</big> || 0
|-
|| '''[[Interference]]'''  || <big>∞</big> || 0
|-
|| '''Mana Conservation'''<sup>[https://forums.e-hentai.org/index.php?s=&showtopic=60021&view=findpost&p=1689901]</sup> || <big>∞</big> || 0
|-
|| '''Attack Speed''' || <big>∞</big> || 0
|}


<big>'''Item World'''</big>
Data marked with an * has been derived in the past and has not been verified by the developer


You may have noticed that the stats of your equipment improve when it's "levelled up" in [[Item World]]. What you may ''not'' have noticed is that they increase by a fixed amount per level gained. This is because the only thing that actually changes internally is the level, and the other stats simply follow automatically as described below.
==See also==
==How it works==
*[[Equipment Basics]]
To quote Tenboro:
*[[Detailed Equip Characteristics]]
*[[Item World]]


:''All stats for all weapons have a certain range they can roll on when they're generated. A club, for instance, can roll a base damage between 18 and 36. These stats are permanent, as in that when they have been rolled, nothing can change them. (Yet.)''
{{HVnav}}
 
:''Each stat also has a scaling factor, by which I mean, two scaling factors. The first scaling factor (base factor) is applied to calculate the base "level 0" stat of the weapon. The second scaling factor (level factor) is applied against this base stat and the level of the weapon to calculate the effective stat, which you see on the equipment screen.''
 
 
Confused? It's really quite simple. Expressed as a formula:
 
:scaled_stat = (1 + level / level_factor) * base_stat
 
 
Or in other words, if we take a stat such as Physical Absorption, for which the level scaling factor is 20, this increases by 1/20 of its "level 0" value per level. Substituting the equipment level gives the actual stats, while the player level gives the "scaled down" stats (which strictly speaking aren't scaled down at all, but rather scaled up by a smaller amount...). The base value for Physical Absorption for the example equipment shown above, by the way, is approximately 1.566. The calculation of the other base values, and the scaling factors, is left as an exercise for the reader. :P
 
One final note: Burden and Interference are always scaled to the level of the equipment, not the player, which is why they increase if equipment is levelled up, but are not reduced when using higher level equipment.
[[Category:HentaiVerse]]

Latest revision as of 22:30, 6 November 2025

Level Scaling pertains to the effective stats of a given piece of equipment versus a player's level. Equipment will only continue to level with the player if it is soulfused.

How It Works

All stats for equipment have a certain range in which they can be rolled when they are generated. These stats are permanent, as in that when they have been rolled, nothing can change them. Additional stats can be added by Forge upgrades and potency increases.

Each stat has a scaling factor expressed as a formula:

Scaled Stat = (1 + level / (50/level_factor)) * base_stat

Simplified Version:

Scaled Stat = (1 + level / simp_level_factor) * base_stat

For example, for Elemental Damage Bonus, which has a level scaling factor of 200, the value increases by 1/200 of its "level 0" value per level. Inserting the equipment's level into the formula gives the actual stats of the item.

The difference a single level (443 -> 444) makes can be minor

The following are the known level factors for each equipment stat:

Stats Simp_Factor Factor
Weapon Damage / Attack Damage Bonus 16.60027 3.012
Magic Damage Bonus 22.72727* 2.200*
Attack/Magic Accuracy Bonus 5000* 0.010*
Attack/Magic Critical Bonus 2000* 0.025*
Block/Evade/Parry/Resist Chances 2000* 0.025*
Physical/Magical Mitigations 2000* 0.025*
Specific Physical Mitigations (e.g. Slashing) 0
Elemental Mitigations (Fire, etc.) 0
Magical Proficiency Bonuses 35.46099 1.410
Elemental Damage Bonuses 199.20319 0.251
Primary Attributes 35.4108 1.412
Proc Durations 0
Siphon Procs 25? 0
Burden 0
Interference 0
Mana Conservation[1] 0
Attack Speed 0

Data marked with an * has been derived in the past and has not been verified by the developer

See also

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