And it's out
Dramatically toned down scaling, and certain levels no longer have huge spikes in health. Uploading to Nexus now if you don't have Steam version:
https://steamcommunity.com/sharedfiles/filedetails/?id=1142608415There's simply a global multiplier for vitality scaling. Different enemies have different constitution values, but everyone is subject to the same multipliers. From the vitality numbers, armor and damage values are calculated automatically, so everything should maintain the same relative balance as vanilla, unless there's some independent numbers I've missed somewhere, but pretty sure there aren't.
I'm still a bit confused as to how this mod solves the problem of stat inflation causing your equipment to go out of date every single level. I found some numbers from the Nexus, and according to that person, this is what you currently see:
Level 1 sword: 4 - 5 damage
Level 1 health @ 10 vitality: 30
So you deal an average of 4.5 damage against 30 health, meaning it takes 30/4.5 = ~7 attacks to kill the enemy.
Level 30 sword: 1106 - 1169
Level 30 health @ 10 vitality: 30,680
You deal an average of 1088 damage against 30,680 health, meaning it takes 30,680 / 1088 = ~28 attacks to kill the enemy.
That same person's numbers for
after you apply the mod:
Level 1 sword: 3 - 4 damage
Level 1 health @ 10 vitality: 25
This is still 25/3.5 = 7 attacks
Level 30 sword: 17 - 19
Level 30 health @ 10 vitality: 510
Again, this is still 510/18 = ~28 attacks
Doesn't this just mean the numbers are merely smaller, but the proportional upgrade between items per level is still the same?