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Maldorin
10-27-2018, 02:38 PM
Does anyone know the scaling formula for reaper by party member and skull count?

I've asked some vets in game and answers varied.

One said it doesn't scale. One that after 4 it doesn't scale. One that it scales same as elite. It seems a bit mysterious. And the scaling is what; DR, mob spawn amount and mob cr?

lLockehart
10-27-2018, 02:54 PM
Does anyone know the scaling formula for reaper by party member and skull count?

I've asked some vets in game and answers varied.

One said it doesn't scale. One that after 4 it doesn't scale. One that it scales same as elite. It seems a bit mysterious. And the scaling is what; DR, mob spawn amount and mob cr?

The wiki entry has a lot of solid Info.
http://ddowiki.com/page/Reaper_difficulty

As for scaling, as far as I know and experienced, running a Reaper quest with 1 player or 6 is the same thing, there is no scaling per party size like there is on Elite and below. This leaves the # of skulls; each skull increases difficulty of course, as to how, I think these are the most relevant points:

Mob side

- more champion % spawns
- more mob damage
- more reaper spawns presumably but never confirmed, I've encountered clustered rooms to have a higher spawning rate of reapers despite skull #'s. Even on R1 while speed lvling, I often encounter 3 clustered Reapers on rooms that hold a large sum of mobs.

Player side

- less healing to the point where healing friendlies is also nerfed (mostly to incentivize against using cocoons but they're still viable with good power/lore/hamp.
- less player damage
- reduced crowed control durations which in practice, won't matter if you have a single good Dpser.

Maldorin
10-27-2018, 03:39 PM
The wiki entry has a lot of solid Info.
http://ddowiki.com/page/Reaper_difficulty

As for scaling, as far as I know and experienced, running a Reaper quest with 1 player or 6 is the same thing, there is no scaling per party size like there is on Elite and below.

This in particular is what I really want to know. Because if this is the case it really can effect attitude toward grouping. One old timer in particular does not like me pulling a hire for deathward because scaling. Of course this was pre mabar I have the potions now. But if this is the case hirelings, newbie first lifer or whatever the group there's no extra weight for them to pull so soloing gains no advantage but rather potentially a disadvantage.

lLockehart
10-27-2018, 05:32 PM
This in particular is what I really want to know. Because if this is the case it really can effect attitude toward grouping. One old timer in particular does not like me pulling a hire for deathward because scaling. Of course this was pre mabar I have the potions now. But if this is the case hirelings, newbie first lifer or whatever the group there's no extra weight for them to pull so soloing gains no advantage but rather potentially a disadvantage.

Yes, soloing in R1 (if you have no R points) is most likely the same as soloing Elite with 5 pikers. This only ever matters if you want to tap into the 20% extra exp during Heroics and early Epics but it's still very doable of course, especially Heroics. There's a neat trick you can if you only care about lvling and not running everything for favour - You can run the same quest with juicy exp twice, one on Reaper for the extra 20% and then you can re-enter on Elite for another 1st time bonus with no penalties. With some Reaper points, soloing R1 becomes easier than most Elites despite starting you scaled up.

Also, there's an eternal Deathward potion on the remnants vendor, lasts for 10 minutes and has a 10 minute cooldown so you can upkeep it as you like, it's extremely useful. The vendor hasn't been on sale (where they sell the potions and the cosmetics) for quite a while now though, maybe SSG forgot the gimmick altogether, who knows.

mr420247
10-27-2018, 06:12 PM
Not sure if they changed it but i think 1-2 warlocks on a heroic team i think is like double the scaling

Gabrael
10-27-2018, 07:11 PM
dunno about reaper scaling, i suspect if you had reaper skull compounded by some quest scaling it would get nasty quick.

on the other hand I got the math done for skulls and mobs effective prr/mrr

1 skull = 40 prr/mrr (+30 from theoretical reaper 0 skull that would have been 10 prr/mrr)
2 skull = 90 prr/mrr (+50 from reaper 1 skull)
3 skull = 160 prr/mrr (+70 from reaper 2 skull)
4 skull = 250 prr/mrr (+90 from reaper 3 skull)
5 skull = 360 prr/mrr (+110 from reaper 4 skull)
6 skull = 490 prr/mrr (+130 from reaper 5 skull)
7 skull = 640 prr/mrr (+150 from reaper 6 skull)
8 skull = 810 prr/mrr (+170 from reaper 7 skull)
9 skull = 1000 prr/mrr (+190 from reaper 8 skull)
10 skull = 1210 prr/mrr (+210 from reaper 9 skull)

as you can see the prr/mrr increase follow an incremental formula, that my math fails me to put into a mathematical equation. this result in a dmg of:

Norm/hard/Elite 2000 dmg = 100,0%
Reaper 1 skull 1428 dmg = 71,4%
Reaper 2 skull 1052 dmg = 52,6%
Reaper 3 skull 770 dmg = 38,5%
Reaper 4 skull 572 dmg = 28,6%
Reaper 5 skull 434 dmg = 21,7%
Reaper 6 skull 338 dmg = 16,9%
Reaper 7 skull 270 dmg = 13,5%
Reaper 8 skull 220 dmg = 11,0%
Reaper 9 skull 182 dmg = 9,1%
Reaper 10 skull 152 dmg = 7,6%

so going from 1 skull to 3 skull reduce your damage by a lot more than from 6 to 8 skull, but mobs seem to hit exponentially harder in return.

bracelet
10-27-2018, 07:29 PM
Does anyone know the scaling formula for reaper by party member and skull count?

I've asked some vets in game and answers varied.

One said it doesn't scale. One that after 4 it doesn't scale. One that it scales same as elite. It seems a bit mysterious. And the scaling is what; DR, mob spawn amount and mob cr?

I would be kinda surprised if reaper quests didn’t scale exactly the same way as elite quests. Both in terms of mob hp, and mob density. The difficulty in reaper is mainly a function of scaling effects on damage and healing. The person speculating about a hire making it more difficult is probably right. The only time it wouldn’t matter is if there were already 4 people in the party. My basis for saying this is that I know for certain mob density increases in reaper with more players. I don’t really know about HP, but changing code is a lot harder than just leaving it the way it is.

Maldorin
10-27-2018, 07:39 PM
I would be kinda surprised if reaper quests didn’t scale exactly the same way as elite quests. Both in terms of mob hp, and mob density. The difficulty in reaper is mainly a function of scaling effects on damage and healing. The person speculating about a hire making it more difficult is probably right. The only time it wouldn’t matter is if there were already 4 people in the party. My basis for saying this is that I know for certain mob density increases in reaper with more players. I don’t really know about HP, but changing code is a lot harder than just leaving it the way it is.

Yes. I agree it appears to scale per party member and definitely the mob spawn count. And of course there's the question of: If it does scale, is scaling adjusted if someone joins or drops group while in quest.

It's just so... Speculative. I'd love to have answers that were more official or definitve. The wiki doesn't cover it.

bracelet
10-27-2018, 11:00 PM
Yes. I agree it appears to scale per party member and definitely the mob spawn count. And of course there's the question of: If it does scale, is scaling adjusted if someone joins or drops group while in quest.

It's just so... Speculative. I'd love to have answers that were more official or definitve. The wiki doesn't cover it.

Weapons Shipment may not be the best test, but dismissing a hire in there will reduce mob density going forward.