Difference between revisions of "Light"
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− | Light | + | {{D2Wiki Page2|Power Level}} |
+ | {{TOC limit|2}} | ||
+ | ==Year 3 Light Level Guide== | ||
+ | {{see also|Light Level Guide}} | ||
+ | {{:Light Level Guide}} | ||
− | + | ==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 Heroic Mode]] is '''400'''. Mechanics of [[Infuse]] to increase Light Levels of [[Weapons]] and [[Armor]] remain the same. | ||
− | + | ===How to Level Up Light=== | |
+ | #[[Engrams]] ([[Rare]] up to 340, [[Legendary]] up to 365, [[Exotic]] up to 385) | ||
+ | #[[Faction Packages]] (Up to 385) | ||
+ | #[[Strikes]] ([[Heroic]] up to 365, but skeleton key can drop up to 390) | ||
+ | #[[Vendor Gear]] (All 350) | ||
+ | #[[Archon's Forge]] (Up to 365) | ||
+ | #[[Wrath of the Machine]] (Up to 385, but siva cache keys can drop higher) | ||
+ | #[[Wrath of the Machine Heroic Mode]] | ||
+ | #[[Iron Banner]] (up to 385, but with rank five up to 390) | ||
+ | #[[Nightfall]] (up to 390) | ||
+ | |||
+ | ==Year 2== | ||
+ | ===General Information=== | ||
+ | In [[Year 2]], [[Light]] [[stats|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 [[Game Modes|activity]] has a recommended Light level. Players need to be within 40 levels to enter the activity. | ||
+ | |||
+ | [[Abilities|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=== | ||
+ | *[[Challenge of the Elders]] ([[Elder Weapons]] and [[Elder Armor|Armor]]) | ||
+ | *[[The True Meaning of War]] [[Crucible Bounty]] | ||
+ | *[[Court of Oryx#Tier 3 Difficulty|Court of Oryx Tier 3]] Artifacts | ||
+ | *[[Trials of Osiris]] ([[Lighthouse]]) | ||
+ | *[[Iron Banner]] (Rank 5 Package) | ||
+ | *[[Exotic Engrams]] | ||
+ | *[[King's Fall Heroic]] | ||
+ | *[[Vanguard Heroic Strike Playlist]] | ||
+ | ===Vanguard Heroic Strikes=== | ||
+ | *[[Primary Weapons]]: [[Will of Crota]], [[The Shadow Thief]], [[Cerberus Vae III]], [[Dust Palace]], [[The Undying Mind]], [[Shield Brothers]], [[Echo Chamber]] | ||
+ | *[[Special Weapons]]: [[Sunless Cell]], [[Winter's Run]] ([[Taken]] version) | ||
+ | *[[Heavy Weapons]]: [[Fallen S.A.B.E.R.]] | ||
+ | *[[Helmets]]: [[Fallen S.A.B.E.R.]], [[Sunless Cell]], [[Blighted Chalice]] | ||
+ | *[[Gauntlets]]: [[Shield Brothers]], [[Echo Chamber]] | ||
+ | *[[Class Items]]: [[Will of Crota]], [[The Shadow Thief]], [[Dust Palace]], [[The Undying Mind]] | ||
+ | |||
+ | ===330 Light Items=== | ||
+ | *[[Weekly Nightfall Strikes]] | ||
+ | *[[Faction Packages]] | ||
+ | *[[Trials of Osiris Bounties]] | ||
+ | |||
+ | ===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: | ||
+ | |||
+ | {| class="wikitable sortable" style= "text-align: center" | ||
+ | |- | ||
+ | !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: | ||
+ | |||
+ | {| class="wikitable sortable" style= "text-align: center" | ||
+ | |- | ||
+ | !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 [[stats|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 Gear|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]]. | ||
*Do not compose Light stat with [[Motes of Light]], which is a currency used to purchase gear from [[The Speaker]]. | *Do not compose Light stat with [[Motes of Light]], which is a currency used to purchase gear from [[The Speaker]]. | ||
Line 10: | Line 114: | ||
*Higher level is far more important that a few seconds off of grenade or melee abilities. | *Higher level is far more important that a few seconds off of grenade or melee abilities. | ||
+ | |||
+ | {| class="wikitable sortable" style= "text-align: center" | ||
+ | |- | ||
+ | ! 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==== | ||
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | ! [[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==== | ||
+ | {| class="wikitable sortable" | ||
+ | |- | ||
+ | ! [[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 and Scaling}} | ||
+ | |||
{{stats}} | {{stats}} |
Latest revision as of 18:27, 7 September 2017
Check Out Power Level on Destiny 2 Wiki
Year 3 Light Level Guide
- See also: Light Level Guide
Up to 365 LL
Up to 385 LL
- Legendary Engrams - PvP/PvE
- Heroic SIVA Strikes - PvE
- Archon's Forge (Weapons and Armor) - PvE
- Wrath of the Machine Normal Mode - PvE
Up to 390 LL
- Vanguard Reputation Packages - PvE
- Crucible Reputation Packages - PvP
- Faction Reputation Packages - PvP/PvE
- Crota's Bane Reputation Packages - PvE
- Queen's Wrath Reputation Packages - PvE
- House of Judgment Reputation Packages - PvE
- Gunsmith Reputation Packages - PvP/PvE
- Trials of Osiris Gold Bounties - PvP
Up to 400 LL
- Exotic Engrams - PvP/PvE
- Strike Hoard - PvE
- Nightfall - PvE
- Archon's Forge (Ghost Shells, Artifacts and Class Armor) - PvE
- Wrath of the Machine Heroic Mode - PvE
- Crucible Legendary Drops - PvP
- Iron Banner After Match Drops - PvP
- Trials of Osiris - PvP
- Crucible Weekly Bounties - PvP
- Iron Lord Bounties - PvE
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 Heroic Mode is 400. Mechanics of Infuse to increase Light Levels of Weapons and Armor remain the same.
How to Level Up Light
- Engrams (Rare up to 340, Legendary up to 365, Exotic up to 385)
- Faction Packages (Up to 385)
- Strikes (Heroic up to 365, but skeleton key can drop up to 390)
- Vendor Gear (All 350)
- Archon's Forge (Up to 365)
- Wrath of the Machine (Up to 385, but siva cache keys can drop higher)
- Wrath of the Machine Heroic Mode
- Iron Banner (up to 385, but with rank five up to 390)
- 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
- Challenge of the Elders (Elder Weapons and Armor)
- The True Meaning of War Crucible Bounty
- Court of Oryx Tier 3 Artifacts
- Trials of Osiris (Lighthouse)
- Iron Banner (Rank 5 Package)
- Exotic Engrams
- King's Fall Heroic
- Vanguard Heroic Strike Playlist
Vanguard Heroic Strikes
- Primary Weapons: Will of Crota, The Shadow Thief, Cerberus Vae III, Dust Palace, The Undying Mind, Shield Brothers, Echo Chamber
- Special Weapons: Sunless Cell, Winter's Run (Taken version)
- Heavy Weapons: Fallen S.A.B.E.R.
- Helmets: Fallen S.A.B.E.R., Sunless Cell, Blighted Chalice
- Gauntlets: Shield Brothers, Echo Chamber
- Class Items: Will of Crota, The Shadow Thief, Dust Palace, The Undying Mind
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.
- Do not compose Light stat with Motes of Light, which is a currency used to purchase gear from The Speaker.
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
|