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.
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.
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
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
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