getGearAdjustment
Converts gear reduction into the final damage multiplier used in the formula.
gearAdjustment = 2.0 × (1 - gearReduction)
The 2.0 factor is the key to the "no pre-compensation" design. Instead of inflating base damage by 4× and then reducing it, we set base damage to maxHP / 5 (what a matched player should receive) and let the gear adjustment modulate around it:
- 0% reduction (naked):
2.0 × 1.0 = 2.0— takes 2× base damage, dies in 2.5 hits. Strong incentive to get ANY armor. - 50% reduction (matched):
2.0 × 0.5 = 1.0— takes exactly base damage, dies in 5 hits. The design target. - 75% reduction (peak):
2.0 × 0.25 = 0.5— takes half base damage, dies in 10 hits. Maximum achievable survivability from gear.
Return
The gear adjustment multiplier (range: [0.5, 2.0])
Parameters
gearScore
The player's computed gear score
mobLevel
The attacking mob's level