If year 1 damage caps climbed at the year 2 scale, the current 335 LL cap would represent weapons at 1840 damage.

Misc

For year 1, we had weapon damage caps at 300 (vanilla), 331 (TDB), and then 365 (HoW). That's a 10.3% climb each time.

For year 2, they bumped weapons at these values back to 150, 160, and 170.

Based on that, that means every +10 in the new scale is a 10.3% increase in the old scale, starting at 150 and 300 respectively.

Extrapolating that out:

Y1Y2
300150
331160
365170
403180
444190
490200
540210
596220
657230
725240
800250
882260
973270
1073280
1184290
1305300
1440310
1588320
1752330
1840335

Mathematically, it's 68.943 * (1.103^(Y2LL/10)). (I got the base by extrapolating backwards to a Y2 value of 0.)

More likely, the new scheme is just completely arbitrary by bungie, and was done to prevent this exact climb from happening. And all this is just completely irrelevant. But I'm bored at work, so this is what you get. Enjoy (or don't)!

Posted Apr 25, 2016, 8:37 PM UTC

15240
Xperr7XB1 GT: Xperr7•

And if we had the old Light system we'd be LL 67

34
joejett87•

Well maybe you would. I'd be forever 66

18
Xperr7XB1 GT: Xperr7•

No, I need a Ghost, Heavy, Boots and Class Item

1
Zero132132[PSN] Zero132132•

Given the current light system, you'd almost definitely be like 66.7 or something.

1
LanAkou•

That's... actually pretty nifty.

I was hoping we'd be level 100 by the time year 2 was up. The Pokemon fanatic inside me would have been so fucking pleased.

4
djtrvl•

still wouldn't be able to kill Randal.

14
G3rryB•

Warsats are as bad. The shielded enemies at the end are stronger than anything in a raid.

5
tennen88•

I thought I would be safe from math here /s.

11
The_Alfa_India•

THOSE POWER LEVELS ARE OVER NINE THOU- oh wait, nevermind ^((still pretty big though)^)

9
ThorliusOP•

I almost extended the table that far, but it would've been really long. A year 2 light level of 497 is when we would break that on the Y1 scale (9005).

2

My memory might be failing me, but wasn't the Vex a touch higher light than other guns at one point in year one?

4
mister_slim•

Yeah, one of Bungie's balancing tactics was to change the Vex's attack to 323.

5

Thanks for clarifying that!

2
ThorliusOP•

And I think that was either an arbitrary number, or it's been adjusted arbitrarily after converting to the Y2 scale. Same for the Necrochasm. I don't think their numbers fit in the above scale.

If anyone knows what the year 2 light level values are for those two guns that aren't generated from blueprints and also weren't ascended with etheric light, we could figure it out. Both mine are at 170, and IIRC you only generate Necrochasm at 172 from blueprints (above the Y1 cap of 170), and I forget what Mythoclast comes out as.

Edit: Looks like Vex Mythoclast is 177 now. The numbers don't work out perfectly, so without wasting more thought on those, I'll stick with the assumption that the bonuses are arbitrary.

1
fun51ze•

interesting kind of!

2
SA1K0R0•

You're bored at work and this is what you do?? LOL that's awesome.

2
ThorliusOP•

Yearly reviews took place yesterday, and I got a "Meets Expectations" for last year. The boss said I could have gotten "Exceeds Expectations" if I showed more interest in the job. I wonder why that happened...

1
SA1K0R0•

Because Math, that's why!!

3
Han_Mono•

So where's the mythoclast with its 177 then?

2
ThorliusOP•

I mentioned above that I think the "raid exotic" bonus damage value on that and the Necrochasm were arbitrarily adjusted for year 2. But maybe not. Mythoclast was a 323 gun (which is between 157 and 158 now) when it dropped in vanilla, but lost that damage bonus when it was ascended (to 365) in HoW.

If it's generating at 177 from blueprints, that works out to 391 in the year 1 scale. That's a ~7.1% bonus from the 365 cap. 323 was a 7.7% bonus on the vanilla 300 cap. Could be rounding, or, like I said, could just be an arbitrary boost. Or some math that I can't be bothered to figure out.

1
[deleted]•

[deleted]

1
thegrreatgatsbyGjallarhorn is everything Destiny should be, but isn't.•

I just stopped reading half way cause my mind couldn't comprehend all those numbers.

Still nice work

1
lightfoot1•

Um, you assumed the change from geometric to arithmetic was the design principle of the old to new light conversion system. I, on the other hand, think they just wanted to keep it simple and easy to remember and explain (so people will have nice round 150/160/170 weapons their vault instead of something complicated like 150/165/182). ;-)

1
parzival1423•

Up to 170, specific numbers are still possible. Y1 things had Upgrade slots, if you remember, so y1 weapons actually dropped at say, 130, then upgraded to 150, so something like 165 was kinda possible :)

4
t1lkku•

How about Y2 Randal's shields?

1
[deleted]•

[deleted]

-2
StarlessAbstract•

No.

4
Qmegali7Why the heck are you hovering over my flair•

[deleted]

3
crazyndalazdayzzThink Again•

[mega-deleted]

4

[m-m-m-m-m-m-m-m-monster-kill-kill-kill-kill]

4
nyana450•

This is exactly why it's not a simple task bringing all Y1 weapons forward. I have tried explaining this to others on numerous occasions, but didnt have the math to support my argument. Can you imagine the weapon balancing that would need to happen?

-15
resonanthails•

no? I don't know if im understanding you wrong but the old values were scrapped. If year one weapons were all brought forward they would follow up from Light level 150 to the max of 335.

The table OP created shows that if Bungie kept the old Attack/Defense stats, everything currently with light level 335 would show an attack of 1840 instead. not just Y1 weapons.

20
crazyndalazdayzzThink Again•

uhhhhhhh what? Are you a Year 2 player, or did you dismantle all your Year 1 weapons and forget Bungie adjusted the attack value on all weapons. So for an example, a 365 TLW from HoW is 170 attack/light.

2
Striker37•

I think both of you missed nyana's point. A 335 Fatebringer would be equivalent to an 1840 Fatebringer if the numbers weren't adjusted. (The numbers changed, that's all. Damages stayed the same. Old weapons are not any weaker than they used to be.) A 335 Fatebringer would be broken as shit.

-1
crazyndalazdayzzThink Again•

I understood what he meant... Just saying it wouldn't be as much of a problem as he's implying since they adjusted all of the attack values on the weapons/armor a week before the launch of TTK.

2
saysDwamn•

That's true. But he's implying the only way Bungie can bring year 1 weapons forward is allow players to infuse up the year 1 weapons to year 2 attack levels. Even if the attack values on the year 1 weapons are fixed and can't be adjusted to reflect year 2 attack values, a logical solution would be to allow people to trade year 1 guns for a year 2 version with the same perks or reroll if the year 1 perks are gone. Bam, you get the same gun adjusted to year 2, and you can leave year 1 guns at year 1 attack levels. The year 1 guns from factions shows this is already possible, Bungie just insists on keeping old drops irrelevant.

1
Ceph_the_Arcane•

A 335 Fatebringer would be exactly as powerful as every other 335 gun.

1
Striker37•

Except it has Arc damage, Explosive Rounds, Outlaw, and Firefly. It would easily reclaim its spot as the best and most versatile PVE primary in the game. Everyone would use it, which is what they don't want. Even if you took off the elemental damage, that perk combo is just ridiculous. It's not coming back, unless they change their game design philosophy back to giving us OP weapons.

0