Originally Posted by Baardvark


And it's out smile 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=1142608415

There'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I'm still a bit confused as to how this mod solves the problem of stat inflation causing your equipment to go out of date every single level.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?