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.