Ludaa wrote: I'm not well versed in the theories on scaling but it seems like... Leveling up and having fun means doing more and more damage, killing teams faster. Damage output for a 2* roster probably isn't enough to make PvE scaling an issue. 3/4* rosters get bigger nukes, and are "nudged" accordingly (300+). Then it's a cycle of "You used a 12k smite to take out a 4k health goon, your scaling goes up." Followed by, "Damnit, Ares has 20k health! My only chance is with 12k Smites."
j12601 wrote: Ludaa wrote: I'm not well versed in the theories on scaling but it seems like... Leveling up and having fun means doing more and more damage, killing teams faster. Damage output for a 2* roster probably isn't enough to make PvE scaling an issue. 3/4* rosters get bigger nukes, and are "nudged" accordingly (300+). Then it's a cycle of "You used a 12k smite to take out a 4k health goon, your scaling goes up." Followed by, "Damnit, Ares has 20k health! My only chance is with 12k Smites." It's less likely that you scale up by overkilling (dropping Whales Whales Whales on the level 15/40/15 low level nodes) than it is that you scale up by killing everything without taking a set percentage of damage relative to your characters health. This is why goon nodes often scale up faster. Many people kill them without ever taking any damage, and then it gets to the point where you have to win without taking damage. This is why many of the upper level PVE gurus (ones who didn't **** their rosters for no reason) advocate actually (gasp) using their full roster in PVE. Using 1 and 2* characters in the easier nodes so that the damage you take is actually a more significant percentage of that characters overall health. Taking 100 damage from level 15s is actually substantial on your level 15 team. It's nothing at all on maxed 166/270 characters.
GrumpySmurf1002 wrote: Eh, that's just a test environment. I volunteer to try it out in production, just grant me a new account, 10 million iso, and 1million in HP and I'll report out my findings.
Raffoon wrote: This is exactly the info that we needed for so long. Thanks for posting this! Now, just to be entirely sure...... That level 6 venom was because it added 5 levels, not because it multiplied something times 6, right? So for example, that is the difference between level 50 venom vs a level 55 venom, not a 50 venom vs a 300 venom. I know it's silly, but I have to ask
Raffoon wrote: Now, just to be entirely sure...... That level 6 venom was because it added 5 levels, not because it multiplied something times 6, right? So for example, that is the difference between level 50 venom vs a level 55 venom, not a 50 venom vs a 300 venom. I know it's silly, but I have to ask
Davyx wrote: Raffoon wrote: Now, just to be entirely sure...... That level 6 venom was because it added 5 levels, not because it multiplied something times 6, right? So for example, that is the difference between level 50 venom vs a level 55 venom, not a 50 venom vs a 300 venom. I know it's silly, but I have to ask I like to pretend I'm pretty good at math, so let me try this out. Level 270 roster resulted in level 6 venom. If I have a level 90 roster, that is 1/3 of 270, so I should get a level 2 venom, right?
lukewin wrote: How many times have I seen a 395 enemy? I'll let people guess before I answer. 0
Phantron wrote: I'm pretty sure it's your performance and an average of the levels of the characters you used recently to achieve that performance. It cannot be strictly performance based because there are guys who run a 'everyone at level 100' who easily does better than someone with a maxed roster. At some point, those guy should hit scaling equal to that of a max roster, and yet their characters are roughly 50% as strong, rendering the game unplayable for those guys.
Spoit wrote: Ludaa wrote: I'm not well versed in the theories on scaling but it seems like... Leveling up and having fun means doing more and more damage, killing teams faster. Damage output for a 2* roster probably isn't enough to make PvE scaling an issue. 3/4* rosters get bigger nukes, and are "nudged" accordingly (300+). Then it's a cycle of "You used a 12k smite to take out a 4k health goon, your scaling goes up." Followed by, "Damnit, Ares has 20k health! My only chance is with 12k Smites." Exactly, once you dig your hole, it's neigh impossible to climb back out, since at that point your B teams, much less your C or D teams, don't have a realistic chance of clearing the nodes once, much less every refresh