Can someone please explain how the level scaling works in a party?

If anyone can confirm this it would be nice, forgive my memory as I might not have this correctly.

There is obviously same-level scaling of monsters when solo, but in a party it works differently:

Each monster is each player’s level. Example, if I’m level 50, the monster would be level 50 to me, but if my party member is 35, the monster would also be 35.

How is damage calculated this way? Obviously the level 50 person would deal vastly higher damage, and from my experience, it seems this is the case.

Or I could completely remembering this incorrectly and it could just scale the monsters to the highest or lowest level party member.

In any case, doesn’t this make for a bad incentive to party? I like boosting to some extent, but boosting implies a sort of “carry” by the higher level player. If players really want to play toe-to-toe then shouldn’t the scaling lower everyone to the lowest player’s level? This seems logical to me…

pretty much this. the monsters scale for each player indiviually, except for areas with fixed monster levels of course. like nightmare dungeons, and the fixed level rules for the world tiers.

2 Likes

Do you know if there is a Radius that you have to be in to have the level scaling apply?

Or is this just the radius for the “party buff” (which is like +10% experience per party member or something)

I’m wondering because, the game would be more social if higher and lower level players could group up, but not necessarily play together if they don’t want one higher level player boosting the other - the higher level player would have to leave the game, thus reverting the leveling scaling back to its original values.

As far as I know scaling works like you mentioned.

Dmg is calculated with %…
lets say you are 25 lvl and friend 50.

mob for you = 25 lvl with 1000 hp.
mob for friend = 50 lvl with 2000 hp.

If your friend hit mob for 1000 you both will see he has just 50% hp left.

1 Like

Ah thank you for that comment, it makes sense now. So if it is %, then it is actually “equivalent” for players of any level. It just matters on how much damage the player can dish out

Higher level players are still at an advantage, but I think this system is the best in the sense of “equivalency” if that makes sense.

However, I think it would still be nice if there was some sort of down-scaling, because having a level 80+ player with another friend who is like level 30 is just…the level 30 player can’t even do anything because all the mobs get instantly killed

Yeah I think this is probably best solution. I am not fan of carry and this is best way to avoid it.

Its true but I think it can´t prevented. At 80 your build is set up, but it is not at 30.

1 Like

if you are 50 and your party member is 35 and you are in a normal dungeon lets say. the mob will have defenses/hp comparable to your level for yoy and their level for them. it is actually evened out because they may do less dmg but the mob has less health to their level. so you do similar dmg %