![]() In this bracket, each regular difficulty jumps by 3 GR tiers of difficulty. ![]() Health % = (3 √ 1.6) ^ (x - 1) * 200 # EDIT: From Hard to Torment VI use 1.6 per level, but for GRs use 1.17# The functions for scaling from Hard to Torment VI/GR1-25 difficulty go like this (x=GR level): Don't confuse this with other +% damage numbers which are added to 100%.ĭamage has a 130% multiplier, or 1.3x damage. Health has a 200% multiplier, which is 2x. The base difficulty for Hard/GR1 is an important number, because it's where additional scaling factors start being used. Scaling factors are most important, but you can calculate values. There's two types of scaling you need to worry about for theory crafting: Health multipliers and Damage multipliers.Īfter Normal (100%/100%) mode, there are different scales used to ramp up the difficulty for GR1-GR25 (Hard to TVI), GR26-70 (TVII+), and GR71-GR150 levels of content. I see people here all the time who don't seem to understand how scaling works.
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