Originally Posted by
Nyarlko
The lowering across the board thing apparently already happened this month, and from the goofing around that I've done so far on lower-end endgame stuff, it really does have a pretty large impact. The problem that I'm hearing about is that the highest end (clvl140+) stuff is a lot harder now. I'm pretty sure that the cause of this is the linear mob lvl+1 stat formula. Physical accuracy/evasion is relatively easy to test for so it's verifiable that mobs gain effective eva+34 per level over ours (aka: we need acc+34 in order to maintain the same hit rate per level.) So you would need acc+374 to hit a lv130 mob, acc+714 for a lv140, or acc+1054 for a lv150, in comparison to a lv119 of the same family... We were looking at a baseline of ~1820-1890 acc to cap vs a lv150 pre-update (variance due to the "Evasion Bonus" trait,) which is insane. Though I'm sure the baseline has dropped a bit, that doesn't affect the lvl+1 scaling out of reach for the majority of players.
I know that this thread is about magic acc/eva, but it's a serious PITA to test for magic acc/eva and there's no way to actually verify any values, so I'm using the verifiable physical values to illustrate. I am nearly certain that the magic values (and all other stats/attributes) follow the same linear pathing as the physical ones, so it shouldn't be too hard to imagine how easily it can get out of control at the highest end.
The level scaling needs to either be converted to a sliding scale so that lvl+1 gains are lower the larger the gap between player/mob, (which could allow for even higher level targets being possible,) or if that is an impossibility, then lower all defensive derived stats gained per level significantly.