How should i make a better damage scaling system?

I have a basic damage scaling system that mainly scales off of gun level but

character.Humanoid:TakeDamage(math.round(DmgV.Value + (gLevel.Value/10)))

if i change the damage value doesn’t really matter because level dmg will just overtake it
Any tips to making a good dmg scaling per level system?

If that’s your problem, I would advise increasing the amount you divide the gun’s level. For instance, you currently divide gun level by 10. You could try diving it by 20. You can also see what happens if you multiply DmgV.Value by 1.5.

Hope this helps you out!

1 Like