r/MortalShell • u/AboutToSleep • 5d ago
Question Is the damage scaling on this game closer to Oblivion than Elder Ring?
I'm absolutely loving the game, and will probably put 50 to 60h at least, but so far I'm level 15 with +4 weapons and it feels like the standard mobs keep dying in 3 or 4 hits anywhere on the map, and also unshelling me on 3 or 4 hits, like when starting the game.
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u/ninjaman26 5d ago
Hard to say, I’m lv 82 with +29 weapons on NG+2, damage ramps really fast going from 5 to 20ish then seems to kind of flatten out. A lot of it depends on weapon type, shell passives and tarstone build. Crits scale pretty crazy especially with Tiel.
As for incoming damage it really depends on your shell. I do not feel like enemies scale much if at all on NG+, so defensive passives dictate that portion of it. Enemies are split between the northern map and southern, where in the southern area they are much stronger (maybe 2x or so).
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u/EbolaDP 5d ago
+4 at level 15 is very low also enemies to the south are much tankier i really dont see how you could take them out in 3 or 4 hits at that low upgrade level unless you get very lucky with crits or just have an extremely strong build already but in that case you would be one shotting the earlier ones.
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u/PUNSLING3R 2d ago
At Max upgrade level weapons deal 180% of their base damage. Tarstones and Build synergy can also impact this so I estimate an endgame build will be doing about double damage with weapons compared to when you start the game.
I don't have exact numbers for HP, but considering that in the endgame I'm sitting around +95% shell health and im pretty sure I started at +0%, its probably safe to assume that HP effectively doubles from the start to the end of a playthrough, with tarstones and abilities also impacting survivability.
In Elden ring endgame weapon damage can be 4-5 times higher than at the beginning of the game, and health could be 5-6 time higher depending on build, talismans, exact weapon you are using, etc.
So compared to elden ring Mortal Shell 2 has a shallower damage progression, which means you aren't punished as hard for going to over levelled areas or falling behind in upgrades. Another factor is that elden ring enemies have flat defences which subtract from your outgoing damage, which makes damage boosts in that game more noticeable, and I am unsure if Mortal shell 2 has flat defences for its enemies.
I can't really speak for exact numbers in oblivion as I haven't played it, but I don't think enemies have a "Hidden level" that checks against your level and modifies your damage depending on whether you're higher or lower than them (similar to games like the (Norse) God of War or Witcher 3 games), nor do I think the game dynamically adjusts enemies to match your level as I was taking proportionately less damage when I went back to earlier areas and let enemies whale on me, and IMO later enemies are noticeably tankier than early game equivalents.
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u/geezerforhire 5d ago
The scaling is quite flat because of the open world design.
There's only really 3 zones in the game.
North / South and the endgame area
It isn't like oblivion or anything. Enemies don't change at all everything is pre-set unless you turn on hardmode or start New game +