Difference between revisions of "Light"

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#[[Engrams]] ([[Rare]] up to 340, [[Legendary]] up to 365, [[Exotic]] up to 385)
 
#[[Engrams]] ([[Rare]] up to 340, [[Legendary]] up to 365, [[Exotic]] up to 385)
 
#[[Faction Packages]] (Up to 385)
 
#[[Faction Packages]] (Up to 385)
#[[Strikes]] ([[Heroic]] up to 365)
+
#[[Strikes]] ([[Heroic]] up to 365, but skeleton key can drop up to 390)
 
#[[Vendor Gear]] (All 350)
 
#[[Vendor Gear]] (All 350)
 
#[[Archon's Forge]] (Up to 365)
 
#[[Archon's Forge]] (Up to 365)
#[[Wrath of the Machine]]
+
#[[Wrath of the Machine]] (Up to 385, but siva cache keys can drop higher)
 
#[[Wrath of the Machine Hard Mode]]
 
#[[Wrath of the Machine Hard Mode]]
 
#[[Iron Banner]] (up to 385, but with rank five up to 390)
 
#[[Iron Banner]] (up to 385, but with rank five up to 390)
 +
#[[Nightfall]] (up to 390)
  
 
==Year 2==
 
==Year 2==

Revision as of 01:38, 11 October 2016

Year 3

General Information

The Light Level cap at the release of Rise of Iron is 385. The current Light Level cap is 390. The Light Level cap at Wrath of the Machine Hard Mode is 400. Mechanics of Infuse to increase Light Levels of Weapons and Armor remain the same.

How to Level Up Light

  1. Engrams (Rare up to 340, Legendary up to 365, Exotic up to 385)
  2. Faction Packages (Up to 385)
  3. Strikes (Heroic up to 365, but skeleton key can drop up to 390)
  4. Vendor Gear (All 350)
  5. Archon's Forge (Up to 365)
  6. Wrath of the Machine (Up to 385, but siva cache keys can drop higher)
  7. Wrath of the Machine Hard Mode
  8. Iron Banner (up to 385, but with rank five up to 390)
  9. Nightfall (up to 390)

Year 2

General Information

In Year 2, Light score is an average of the Attack and Defense values across all of your currently equipped gear. A higher Light score improves both your damage output and your defense. Light score calculation includes all of your equipped weapons, armor, class armor, ghost shell and artifact. Each activity has a recommended Light level. Players need to be within 40 levels to enter the activity.

Ability damage and health is computed directly from your light score. Weapon damage is heavily weighted by both your Light score and the Attack value of the weapon.

  • Mechanics of Light levels changed after the release of The Taken King and end of Year 1. Light Level 34 armor and 365 Attack weapon from Year 1 will have 170 Light, Defense and Attack in Year 2.

Difference between Light and Level: Light is based on your equipped gear while Level is based on the experience points you've earned.

335 Light Items

Vanguard Heroic Strikes

330 Light Items

Year 2 Max Light Level

In The Taken King, max Light level was 320.

After April Update, released on April 12, 2016, max Light level was 335.

Year 2 Light Level Calculation

Under Level 40

Overall light level is a weighted average of your weapons, armor, ghost shell, and class armor. Your ghost shell and class armor are the base units of value. Armor is 25% more important than this base value and weapons are 50% more important than this base value. With that information, you can calculate what portion of your light level comes from each item:

Slot Percent Slot Percent
Primary Weapon 13.04% Helmet 10.87%
Special Weapon 13.04% Gauntlets 10.87%
Heavy Weapon 13.04% Chest Armor 10.87%
Leg Armor 10.87%
Ghost Shell 8.7% Class Armor 8.7%
Above Level 40

Level 40 (Speculation): At level 40, the artifact slot is unlocked and added to the calculation. Assuming it weighs as much as the ghost shell and class armor results in nice numbers:

Slot Percent Slot Percent
Primary Weapon 12% Helmet 10%
Special Weapon 12% Gauntlets 10%
Heavy Weapon 12% Chest Armor 10%
Leg Armor 10%
Ghost Shell 8% Class Armor 8%
Artifact 8%

Year 1

Light is a stat that increases the player's level beyond level 20, allowing the player's abilities to do more damage to higher level enemies. For example, normally a level 20 player will do reduced damage to a level 23 enemy. By increasing your Light stat, you can increase your level beyond 20 and do normal damage to a level 23 enemy. Additionally, you will take more damage from enemies higher levels than you and less damage from those that are lower.

  • Like other stats, players gain Light stats from their Armor.

Endgame Rare, Legendary and Exotic gear will have Light stats. Players need to be high level in order to compete in Raids such as Vault of Glass. High Light level also gives the player a slight advantage in Iron Banner.

Players who are newly level 20 should equip gear with the highest Light stats regardless of other stats. Higher Light increases the player's level and allows the player to participate in higher level strikes and raids to earn greater rewards.

  • Higher level is far more important that a few seconds off of grenade or melee abilities.
Level Required Light Notes
21 20
22 32
23 43
24 54
25 65
26 76
27 87
28 98
29 109
30 120 Original Max Light Level
31 132
32 144 Max Light Level in The Dark Below
34  ??? Max Light Level in House of Wolves

Light on Armor

Base Game

Armor Rarity Starting Light Maximum Light
Rare 5 15
Legendary 18 27
Raid Legendary (Vault of Glass) 18 30
Exotic 21 30

The Dark Below

Armor Rarity Starting Light Maximum Light
Rare 5 15
Legendary 24 33
Raid Legendary (Crota's End) 30 36
Exotic 30 36

Level vs. Damage Test

Using the same weapon against the same enemy (Level 24 Acolyte) with only Light Level as the variable.

  • Light 21: 184 damage per shot
  • Light 23: 261 damage per shot
  • Light 24: 383 damage per shot
  • Light 26: 383 damage per shot
  • Light 28: 383 damage per shot

Level vs. Damage Scaling

Damage Scaling:

  • If you are 4 levels or lower below the enemy: 100% damage penalty
  • If you are 3 levels the enemy: ~52% damage penalty
  • If you are 2 levels the enemy: ~42% damage penalty
  • If you are 1 levels the enemy: ~32% damage penalty
  • If you are 0 levels below or higher than the enemy: 0% damage penalty



AgilityArmorAttackDefenseDisciplineIntellectLightLevelsRecoveryStrength
Aim AssistAttackBlast RadiusCharge RateDamage TypeEquip Speed
ImpactMagazineRangeRate of FireRecoilReloadStabilityVelocityZoom
DefenseEfficiencyEnergyImpactRangeSpeed