Now if you replace the warrior's weapon with a Epic one for example that does 25-30 then at level 20 the warrior will do 86-102 damage. M: with intelligence 25, pyro 10, fireball does 71-77 damage W: with Strength 25, warfare 10, two-handed 10 a basic attack does 68-72 damage, battle stomp does 62-65 damage M: with intelligence 25, pyro 10, fireball does 65-72 damage (Fireball damage scales with the character level) W: with Strength 25, warfare 10, two-handed 5 a basic attack does 60-63 damage, battle stomp does 54-57 damage (the warrior can use ability points in 2H to improve his damage) M: with intelligence 20, pyro 10, fireball does 51-57 damage W: with Strength 20, warfare 10, a basic attack does 45-48 damage, battle stomp does 41-44 damage M: with intelligence 15, pyro 5, fireball does 33-37 damage W: with Strength 15, warfare 5, a basic attack does 32-34 damage, battle stomp does 29-30 damage M: with intelligence 12, pyro 12, fireball does 24-26 damage M: with intelligence 10, pyro 10, fireball does 19-21 damage W: with Strength 12, warfare 2, a basic attack does 25-27 damage, battle stomp does 22-25 damage W: with Strength 10, warfare 0, a basic attack does 20-21 damage (the weapon damage without modifiers obviously), battle stomp does 18-19 damage Note: ennemies scale similarly (more attributes, more abilities, better weapon, more resistance etc.)Ĭharacter 1 (W) is a warrior using a common big warhammer doing 20-21 Physical damage (same damage regardless of the level of the weapon) and Battle StompĬharacter 2 (M) is a mage pyro with Fireball (scales with character level) gaining levels (for skills based on character level) using better weapons (uncommon, rare, epic, unique etc.) levelling the appropriate abilities (ex: warfare and weapon abilites, magic schools etc.) So with that, you can use the equipement you like all through the game. This is interesting because this number nullifies damage growth per level for weapons and skills (except skills based on character level, see below). I've tested in the Game Master mode and a common sword level 2 will do the same damage as a common sword level 20 or 40. Originexus's edit should have been included in this mod now.įor people using the no scaling version (starting vitality 100), here's a way to solve the scaling issue where damage decreases per level:Ĭhange the "VitalityToDamageRatioGrowth" to "-0.04" instead of the default "0.2" in the Data.txt file. In no numbers bloat mod, item progress would still exist, since higher level items tend to have better enchantment.Īccording to Originexus 's post, different level of items would have the same basic data in this mod.