Making a post for reference purposes before I lose these notes to the void somewhere.
The damage curve is the same in 0.35 as it was in 0.34 and has not changed since the start of Early Access.
FYI, this is back-of-the-napkin-tier math quality, as there should be a rebalance of this sooner or later.
In general,
- Enemy types have a base set of stats, which are scaled up via a non-linear formula.
- In dungeons, mini-bosses generally receive a 1.5x multiplier to base damage, bosses 2x.
- All opponents currently have a 10% critical chance for 2x damage.
Broadly speaking, with variance based on each enemy type:
Enemy Level | Base Melee Damage |
---|---|
5 | 10 |
10 | 40 |
15 | 70 |
20 | 100 |
25 | 150 |
30 | 200 |
35 | 250 |
40 | 325 |
45 | 425 |
50 | 550 |
55 | 650 |
60 | 750 |
(Damage growth may be linear after 50?)
If someone wants to try to figure out the exact scaling formula via number crunching, go for it.
Base damage is modified by the gear score differential between the player and the encounter, as shown on the ? on the world map. Every point in favor of the enemy increases base damage by 0.1%. Every point in favor of the player decreases base damage by 0.05%.
As a level 50 player has 1000 base hp, the scaling becomes rather untenable by 40+. Further, as base damage increases, the effects of gear score differential becomes further and further magnified. “Green” difficulty at 40+ can still yield over 100 points of bonus damage on top of the high base damage because of percentage scaling.