Combat mechanics
Three separate systems decide what happens when you fight something above or below your own level. They stack, and they are not equally important.
Outside PvP, the game looks up the level gap in a table and applies a multiplier. Damage is multiplied when you are higher level, divided when you are lower.
This is a weak lever. The scale caps at +16% from a gap of 4 levels through 20, and any gap beyond 20 falls back to a fixed value of only +10%. Raw level difference matters far less than most players assume.
The same idea by rank. This one is dominant. The per-rank damage scale (divided by 10,000) climbs steeply:
| Rank | Damage scale |
|---|---|
| No Rank | 0 |
| Apprentice / Elite / Expert | 0.7 |
| Champion | 15 |
| Master | 95 |
| Paragon | 300 |
| Saint | 700 |
| Ethereal I / II / III | 1,000 / 1,500 / 2,000 |
| Ethereal IV / V / VI | 2,500 / 3,000 / 3,500 |
A power-score comparison applied on top. It has one notable exemption. It is switched off when a player already out-ranks the monster, so once you are a full rank above the content, suppression stops applying and you simply steamroll it.
None of the three is the real wall. The elemental base value is: because your Mastery is divided by the defender's base and their RES by yours, fighting up is penalised twice over, and the effect is far larger than a ±16% level offset.
Rank suppression also only begins to apply from Champion I.