Scaling Changes - kking117/balls.txt GitHub Wiki

General

General stat scaling has been reduced to 1.09 from 1.13. This means scaling from levels will take longer to ramp up. Here's some base game formulas if you want to math out how it would look: Player Health = 80 * (Level^1.13) Gun Base Damage = 8 * (Item Level^1.13)

Mainly to de-bloat stat values later on and reduce how quickly gear becomes obsolete, it's also closer to BL3's scaling.

Player

Melee damage now scales like skill damage, matching how Krieg's is handled. Old Formula: Melee Damage = 20 * (Player Stage^1.13) New Formula: Melee Damage = 20 * (Player Stage^1.09) * (1 + (Player Stage * 0.02))

Mainly done to allow Krieg to use bladed guns without worry, but is also a buff to improvised melee.

Enemy

Shields Capacity scaling now matches Health scaling.

Before shields on enemies would gradually fall behind health, making Shock as an element questionable useful outside of specific enemies.

Level Difference

In Borderlands 2 certain effects are multiplied if there's a level different between fighters, this section will cover all changes to this and show you the original values, the main change is that a level difference of 1 has no effect and that differences are consistent between OP and Non-OP levels.

Level Difference caps out at 13 now since that's the level of an OP10 Raid Boss.

Player Damage Modded:

Level Difference Higher Level Lower Level
1 x1 x1
2 x1 x0.91
3 x1 x0.825
4 x1 x0.745
5 x1 x0.67
6 x1 x0.6
7 x1 x0.535
8 x1 x0.475
9 x1 x0.42
10 x1 x0.37
11 x1 x0.325
12 x1 x0.285
13 x1 x0.25

Original:

Level Difference Higher Level Lower Level
1 x1 x1
2 x1 x0.9
3 x1 x0.8
4 x1 x0.7
5 x1 x0.6
6 x1 x0.55
7 x1 x0.5
8 x1 x0.45
9 x1 x0.4
10 x1 x0.35
11 x1 x0.3
12 x1 x0.25
13 x1 x0.225
14 x1 x0.2
15 x1 x0.175
16 x1 x0.15
17 x1 x0.1
18 x1 x0.05
19 x1 x0.01

AI Damage Modded:

Level Difference Higher Level Lower Level
1 x1 x1
2 x1 x0.91
3 x1 x0.825
4 x1 x0.745
5 x1 x0.67
6 x1 x0.6
7 x1 x0.535
8 x1 x0.475
9 x1 x0.42
10 x1 x0.37
11 x1 x0.325
12 x1 x0.285
13 x1 x0.25

Original:

Level Difference Higher Level Lower Level
1 x1.1 x1
2 x1.2 x1
3 x1.3 x1
4 x1.4 x1
5 x1.5 x1
6 x1.6 x1
7 x1.7 x1
8 x1.8 x1
9 x1.9 x1
10 x2 x1
11 x2.1 x1
12 x2.2 x1
13 x2.25 x1
14 x2.5 x1
15 x2.75 x1
16 x3 x1

Elemental Effect Chance Modded:

Level Difference Higher Level Lower Level
1 x1 x1
2 x1 x0.955
3 x1 x0.9125
4 x1 x0.8725
5 x1 x0.835
6 x1 x0.8
7 x1 x0.7675
8 x1 x0.7375
9 x1 x0.71
10 x1 x0.685
11 x1 x0.6625
12 x1 x0.6425
13 x1 x0.625

Original:

Level Difference Higher Level Lower Level
1 x1 x0.9
2 x1 x0.7
3 x1.1 x0.5
4 x1.2 x0.3
5 x1.4 x0.1
6 x2 x0

Life Steal

A select few guns in the game provide the Player with life steal while being held. This mod nerfs them in a way that makes them useful at all stages in the game. I'd rather not remove life steal since it creates a whole play style and it's fundamentally required for some Raid Bosses.

Previously a gun like the Rubi would give x0.12 of all damage dealt as healing. Now it scales with your Game Stage. The exact formula is: Healing = 0.95 ^ Game Stage The lowest it can go is: x0.025

If you still don't understand here's how life steal on most Moxxi guns will look at certain points:

Level Life Steal
1 x0.95
30 x0.2146
50 x0.0769
61 x0.0438
72+ x0.025

This all applies only to guns with life steal. Transfusion trails, Relics and Skills are not affected by this.