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Level Power Delta — activity floor + asymmetric out/in

Status: Implemented (FS + Demo Lab + docs) · 2026-10-26
Scope: wrong-activity feel without Light ratings; small level band (~1–60).
Out of scope: Gear-score / dual weapon×armor power · replacing CtH or Difficulty resists · locking TBD-017 level cap

Authority: FS-DMG-009 · FS-DMG-002/003/005 · FS-PRD-005 · FS-CMP-006 · FS-PRG-001 · Demo Mod Encounter lab

Locks from review: Options 1 + 3 — full asymmetric out/in keyed primarily to Activity Recommended Level (ARL), with a narrow per-mob MobOffset.


Lever Owns Does not own
ARL + PowerΔ Damage dealt / taken scalars Hit chance, resists
alvl vs dlvl ChanceToHit only (FS-DMG-002) Damage scalars
Difficulty Non-kinetic resist penalty (FS-PRD-005) Damage scalars

No dual gear×weapon power product. Character Level is the only power number. Item level / equip gates stay separate.


MobOffset = clamp(dlvl − ARL, −3, +5)
EffectiveDelta = (alvl − ARL) + MobOffset
  • Baseline packs: dlvl ≈ ARL → MobOffset 0 → pure activity floor.
  • Elites / pinnacle packs slightly above ARL sting via MobOffset without rewriting CtH.
  • Demo Lab may unpin ARL / alvl / dlvl independently.

Band (until TBD-017): curves tuned for meaningful Δ ≈ ±10 on a ~1–60 character band. Integer-Δ keyed table, not continuous 1800-power %.


Nearest-integer knot lookup (v1). Soft overlevel, harsh underlevel. Data-tunable.

Δ OutgoingMul IncomingMul
≤ −10 0.35 1.75
−7 0.50 1.50
−5 0.65 1.35
−3 0.80 1.20
−1 0.92 1.08
0 1.00 1.00
+1 1.04 0.97
+3 1.10 0.92
+5 1.14 0.88
≥ +8 1.15 cap 0.85 floor

Rules:

  • PvP / Ladder: both muls forced to 1.0 (FS-DMG-007 spirit).
  • Story + Progressive MP PvE: muls apply.
  • Overlevel never farm-breaks; underlevel at −5 is wrong-zone; −10 is leave.

  • Outgoing (FS-DMG-003): after step E (skill multipliers), before crit / on-hit / mitigation — multiply by OutgoingMul (FS-DMG-009).
  • Incoming (FS-DMG-005): after Difficulty resist penalty (step 3), before resist clamp — multiply channel damage by IncomingMul so Apex crater and underlevel glass stack.
  • Server-authoritative only (FS-ARCH-013).

Same spirit as Difficulty / monster level:

  • Area / sector / dungeon / RAID / Vault / mission row authors RecommendedLevel (ARL) alongside Difficulty and dlvl policy.
  • Open-world: ARL = expected sector entry band (not live alvl). FS-CMP-006 “enemy ≈ character” still governs dlvl; ARL is the activity floor for PowerΔ.
  • Demo Lab override only; promote-to-data unchanged.

  • Optional map / OmniVisor chip: “Recommended Lv X” when Δ ≤ −3 (amber) / ≤ −7 (red).
  • No second “Light” stat on Character I — Character Level remains the single visible progression number.

Encounter / difficulty gains:

  • Dial: RecommendedLevel (ARL)
  • RO: MobOffset · EffectiveDelta · OutgoingPowerMul · IncomingPowerMul
  • CtH / Difficulty resist unchanged

Design companion: 2026-10-26-demo-combat-economy-stats-design.md.


  1. Δ = 0 → OutgoingMul = IncomingMul = 1.00 (feel unchanged).
  2. Δ = −5 → clear wrong-zone (less out, more in) without relying on resist alone.
  3. Δ ≥ +8 → soft cap (1.15 / 0.85).
  4. Apex + underlevel → resist crater × IncomingMul both apply.
  5. Fireteam: each player uses own alvl vs shared ARL.