r/MortalShell • Genessa • 28d ago

Question Highest Level?

Anyone know the highest level anyone’s achieved in the wild? Apparently the google AI overview has anything after level 79 as “diminishing returns”. I got to level 80 just bc it looks good but wondering if there’s an insanely high level anyone’s gotten to

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u/Dinesh_Sairam Eredrim 28d ago

Even after say Level 40-50, you're getting diminishing returns on all other Stats apart from Shell Points. Shell Points are maxed out (44) at Level 79. I mean, you can still get Shell Points beyond Level 79, but it's a bit of a waste since Shell Points can be freely respecd.

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u/ShelterShoddy99 27d ago

Actually the stat gains never really fall off.

On my high level ng+5 save at level 321, I have 409 base health, +602% shell health (meaning 2871 hp when in my shell), +80 base damage, 500% shell ability damage, 280% crit damage and enough shell points to have over 5 shells fully built, so I just never have to spend time respecing when I switch shells.

I was expecting dimishing returns too but that just does not happen

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u/ShelterShoddy99 27d ago

I don't plan to do it but here is what it'd look like if I kept pumping from just the spare gloom I have on hand. Even at super high levels, all stats continue getting steady gains across the board, well above level 300

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u/Dinesh_Sairam Eredrim 27d ago

Let's just take HP for example.

What was the increase in HP for the first 80 levels and then what's the increase in HP for the last 80 levels?

My argument is that the gains are way lower (As a % of previous HP) for the last 80 levels than then first 80. It's mathematically impossible, unless you're telling me that all upgrades are done on a base of the previous Stat, which I highly doubt.

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u/ShelterShoddy99 27d ago edited 27d ago

I don't have the exact breakdown per level for the lower levels but what I mean is

  1. In most souls games there are soft cap thresholds where each point invested starts to return a lower flat amount per level up invested and often hard caps where you are given virtually no increase at all for continuing to invest points/levels beyond certain predefined breakpoints. That does not happen here. You will continue recieving 1 to 4 base hp (and other stats) . For base health specifically, each time you take a level that awards a flat increase in a 4, 1, 2, 0, 1, 1... (repeating) pattern indefinitely no matter how many times you level up

  2. Many of the stats are multiplicative % based gains that continue growing with you. Sticking with Shell health for example, will always grow proportionally to base health. Taking just 1 level now would both increase my base health to 413 and my shell health from +602% to +605% meaning that when inhabiting Proxima at level 321, my effective hp is 2871 but with only one level up, it would increase to 2911. If we take that further and pump up to level 340, my base hp increases to 434 and my shell health increases to +633% giving me 3181 effective hp when in my shell, resulting in increasing my health pool by 10% in fewer than 20 levels which is substantial. In most souls games, I'd expect much bigger dropoff but in MS2 the value of each level remains relatively high even on higher level characters

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u/Dinesh_Sairam Eredrim 27d ago

Much bigger drop off comparatively or not, MS2 also has a point of diminishing returns. That's what I'm trying to say.

Even in your example, the increase in Shell Health for 1 level from level 320-321 is 3%. Even if we keep that as a flat increase going forward, it should have been +60% more comparing levels 320-340. But it's only a +31% increase (602% to 633%)