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Posted (edited)

Results of my test are:

- Spell damage scales with character level but it can be penalized by low quality of equipped weapon. You need equipped weapon or offhand at least the tier of the enemy (in reach of 3 ranks) to not suffer penalty to damage done (this penalty scale also with difficulty settings).

- Summoned weapons scale with the highest tier of equipped items - including boots, gloves, neklace, rings. Accessories don't have quality prefix but they are color coded (blue = fine, purple = excellent, red = superb, gold = legendary). Summoned weapons scale to both quality and rank of the highest quality armor or weapon (max to legendary +3), but in tests with accessory only summoned weapon always use  its tier +0.

- Skulls indicators aren't important. They inform of challange rating only. With tier II armor and tier I weapon enemy of tier II has no skulls while player is still penalized in terms of damage done, but he will receive normal damage from that enemy thanks to fine armor. Skulls are calculated based on all equipped items, but penalty to damage output and incoming damage are two separated things, realitve to enemy tier while damage is done.

Edited by Silvaren
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