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 fight_level_offset_damage 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 MaxLevelOffsetDamageScale, which is only +10%. Raw level
difference matters far less than most players assume.
The same idea by rank, from fight_rank_offset_damage. This one is dominant. The
per-rank damage scale (divided by 10,000) climbs steeply:
| Rank | DamageScale |
|---|---|
| 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: the check
IsCombatRatingSuppressionEfective returns false 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.
Unlocking matters too — rank suppression only begins to apply from SuppressUnlockRank,
which is set to Champion I.