Stats "Scaled for Level 5000"

So a frequently asked question “why does my X stat not do anything, is it broken?” has a equally common answer:

Non-defence/power stats aren’t broken, they’re just scaled towards level 5000. You’ll need to be around level 300 before you’ll start to notice a difference.

But I’m still a tad confused by this - while it’s true that +100 magic size won’t be a significant amount to a level 5000 player, isn’t that true of any stat?

Surely these should balance out, in the same way they do for defence? A level 5000 player doesn’t care about 500 defence - that’s almost nothing compared to their 50,000+ base stats. It’s still a significant boost for a level 60 though - roughly doubling their HP.
In my head, it’d be the same for something like magic size. A level 5000 player doesn’t care about 100 magic size, but it would still be a significant boost for a level 60.

That’s not what happens though - only power and defence give meaningful bonuses at all levels, and the other 6 stats work differently.
Could someone who understands it better explain this for me?

At level 5000, enchantment would give 500 or 250 of their respective stat (except defense would give much more since it scales differently). This would mean that a full enchanted set of a specific enchantment would be extremely effective then.

I get that, but shouldn’t the 500/250 of the stat also mean less to a level 5000, in the same way high thousands of defence means less to them?

As your level increases, the amount enchantments give increases, but crucially, so do your base stats. 500 defence isn’t meaningful to a level 5000 player because their base stats are so high - that’s why their enchantments would be giving defence in the high thousands.

My question is why is it different for the other 6 stats? If 25 magic size isn’t significant to us now, why will 250 magic size be significant to a level 5000, with almost 100x our level and base stats?

As far as I know, every stat from gear except for power and defense scales by a percentage, with 250 of a stat being a 10% increase. So with a single magic speed enchantment at level 5000, your magic would be 10% faster.

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Think of it this way. 1 times 10 is 10. The difference between those numbers is 9. 10 times 10 is 100. The difference between those numbers is 90—ten times more than 9.

Ah, that’s interesting.
Is the numerical side of WoM documented anywhere, or do you just know this from remembering accreted tidbits from vetex?

To clarify, does this also mean that magic speed, destruction, and all the other stats don’t actually have “base stats” that scale with level, and they only increase with enchantments?

@OffAndSphere

Think of it this way. 1 times 10 is 10. The difference between those numbers is 9. 10 times 10 is 100. The difference between those numbers is 90— ten times more than 9 .

Yes, but your relative difference (which is what we actually care about) is still 10x.
Putting this into more real terms, our bonus is +50% or +100% for full sets of enchantments - 1.5x or 2x.

Say our base magic size is 60 - we should be seeing 120 magic size with full bursting. A mere +60.
A level 5000 player with 5000 magic size gets 10k magic size, a +5000 bonus.
You’re correct to identify that +5000 is bigger than +60, but both of us should still get doubled magic size.

Us level 60s aren’t getting double magic size, so to rephrase, my question is:
Why is it that defence gets a consistent relative bonus compared to base stats, for all levels, whereas magic size’s relative bonus increases with level?

I really wish it would be something like this as I wasted about a day of my life just getting max bursting currently just for there not to be any noticeable difference at all

For gears that give these stats, they do scale with level, too. And all enchantment stats also scale with level, though some scale differently with each other. For instance, a keen set would only get 1 extra casting speed from the enchantment every 20 levels, while a bursting set would get 1 extra magic size every 10 levels.

The trello states that enchantments are scaled to level 5000, and that they either increase in effectiveness by 10% or 20% depending on the enchantment at that level. This would mean that 500 of a stat (except for power/defense) would result in a 20% increase, and that each point in a stat would be a 0.04% increase.

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Unfotunately, I don’t really know. My best guess is because vetex doesn’t want region-destroying attacks in the endgame messing it up for people trying to do the tutorial. Also, defense is scaled around numerical increases to health probably to avoid Booga Booga’s problem of low-tier armor being trash and high-tier armor being overpowered.

Plus, defense and power can be increased like crazy and not mess anything up other than taking loads of hits to to kill and killing most things with ease, while other stats have to have some sort of cap, or else the game will act like a speed run simulator at level 5000. Other scenarios include: essentially instant cast speed, blast attacks turning into beam attacks that don’t have a range limit, getting knocked out of a city in a single attack, and probably even more once the more advanced enchantments are added.

I think its scaled to level 5000 mainly just to prevent super fast spells or super huge spells at level 60 because, who would want that?? If that was the case then just imagine how big it would be at level 5000 if you can already see a noticable difference at level 60. Honestly I just think its to prevent spells being casted in 1/4 of a second or spells that are faster than light appearing too early on in the game.