Razzburiez Posted April 29, 2017 Share Posted April 29, 2017 So it's no secret that enemy scaling goes crazy really quickly and leaves warframe ability and weapon scaling in the dust. For example, the current formula for enemy damage is as follows: Base Damage x (1+(Current level - base level)^1.55 x .015) So what does that mean? Take a Corrupted heavy gunner for example using a Gorgan (25 base damage). You're also on Mot with a base level of 40-45 and the enemies have leveled to lets say 80, which isn't too difficult to get to. The formula (if I'm correct) then looks like this: 25 x (1+(80 - 40)^1.55 x .015) =139 base damage per bullet. Times that by the 12.5 fire rate for a DPS of 1738. Up the level to 90 and you then get 25 x (1+(90-40)^1.55 x .015) = 189 x 12.5 = 2327 DPS. (Keep in mind at this level it will be hard to one shot them due to scaling HP, Armor, Shields, etc. So reaching full spool up won't be to hard to reach for them) So how can we keep up with this absurd scaling and make the end game or higher level missions not so dependent on crits, corrosive, blade storms, and the like, without making it too easy? The simple answer is to make us level too, but not as quickly. The more in depth answer is as follows. Currently, our damage is capped off by our mods and warframe level at a set number. Take Volt's shock for example with a base damage of 200 electric with a lvl 30 warframe. Make your build entirely for strength and you gain an additional 199% to your power strength only brings the base damage up to 398. But say you're really going crazy, and you're going to get as much damage as possible in a normal 4 person mission.Then you'll be getting into the range of 600 damage. Also keep in mind that shock is resisted by armor which high level enemies have a lot of. So you'll be tickling them basically. How we'd solve this is instead of a base damage, have a lowered base damage, then PERCENT! So this would have to be low, lets say a shock to one enemy does 100 base damage, and then 15% max hp and armor and then arcs to surrounding enemies for 10%. Then add on you're max strength build which makes it 299 base damage and 29.8% max HP and Armor. Then you would factor in a targets resistance, so you have a target with alloy armor which resists electric 50% so you shock a Bombard and you'll do 149 base damage, then 14.9% max Hp and Armor. This would also work vice versa, so you'd do 448 damage and 44.7% Max Hp and Armor to targets with a 50% weakness to shock. But why like this. Well, with the fixed base damage you can still be strong against low level enemies and the warframe wouldn't be too badly weakened, but once you get to higher level enemies, you'll still be able to do good damage and put up a fight, without making it too easy. Also, as enemies scale up, the'll have a reduction on the percentage. So say every level gained that surpasses the warframes', the percentage would go down a little bit (like .1 of a percent, something minute), eventually capping off at 10%. That 10% cap would be hit by something in the lvl 200 range mind you, but this would be in place to help higher level enemies not be killed so easily by spamming a certain power like miasma on a node with armored targets. NOTE: This would only apply to warframes' powers, not weapons. Also, in terms of status damage, it would only apply to a warframes' status damage, not status in general. Weapons would scale with enemy level, but much slower, I dont have an exact formula, but it would be along the lines of the one used for enemy scaling, just with lower exponents. That way we can keep up with their damage in return, but still have the enemy be able to put up a challenge. And you may say why don't we just lower the exponents of enemy scaling? And yes that is a viable idea, except not for long. The game is constantly growing into higher and higher levels so it wouldn't be too long until we ran into this problem again. Before trials, it'd be hard to find a mission with lvl 80-85 enemies. Then before Kuva floods, we didn't have a mission with lvl 90-100 base enemies. With the Idea I've proposed, warframes themselves would no longer become obsolete if the don't have abilities with percentage based strength. What I mean by this is, for example, Nova with m.prime will slow a lvl 5 butcher and a lvl 145 heavy gunner by 30%, despite a 140 level difference. Even Ash's blade storm will become obsolete eventually. It does a lot of finisher damage which ignores shields and armor, but eventually there will be a target with so much HP and blade storm wont do enough, and it will do negligible damage. Make it so blade storm does X base damage plus X% max HP finisher damage and bingo, Ash is still usable against the hypothetical hp tank. But note this, warframes' hp, shields, and armor would not scale. If we scale then it would become too much of an equal battle field with higher level enemies. If our damage however scaled with the enemies, then we could still put up a fight, while still needing to be cautious. I realize this concept is fairly half baked, but I just wanted to get it out there into the community, and mabe if a Dev sees this, plant the idea of change in their head. Please feel free to add on to the concept in the comments. Link to comment Share on other sites More sharing options...
Birdframe_Prime Posted April 29, 2017 Share Posted April 29, 2017 Except... that with the exception of Oberon and Limbo working off scaling ideas, warframes that used to scale were deliberately capped over time as part of their reworks. The theory as to why this has been the case lies in the idea that the damage system is getting a rework that will allow DE to cap the scaling on enemies and bring in more skill-based methods of dealing with enemies. Why DE have gone back on this idea and released scaling damage reworks I'm not going to comment on, but that shows a strange shift away from the direction they've been heading so far. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now