Damage Scaling

Damage Scaling is a mechanic that debuted in FSL3 and also exists in FSL4 and Epic Blox Fighter. It was added because these games had more content than the first two, so they needed to increase the damage of the higher end weapons such as the King Slayers and the Forsaken Sword in order to fit more weapons in between. In the first two games, the Forsaken Sword dealt 100 damage, in FSL3 it dealt 500, and in FSL4 it dealt 1200. Because we have access to these numbers, we can estimate an approximate ratio that calculates how powerful each weapon would be if it was in a different game. From FSL1-2 to FSL3, there is a 5x damage scaling, and 0.2x reversed. From FSL3 to FSL4, there is a 2.4x damage scaling, and 0.416x reversed. The Forsaken Sword is used as the constant variable as it is probably the most significant weapon in the entire quadrology. Damage scaling does not apply universally as the Starter Sword in every game deals the same damage, but it becomes slowly more prominent as you progress. An example of the ratios would be calculating the damage that the Hero's Gladius would deal if it were to exist in FSL4. It deals 75 damage in FSL1, and if you multiply by 12 (which is the damage scaling from FSL1-2 to FSL4), the sword can be estimated to deal about 900 damage in FSL4. Some do not believe this is true and will attempt to find another lore-based reason for why the Forsaken Sword deals more damage in some games than it does in others, claiming that maybe the sword scales in power depending on who wields it, however this can be proven false by the sheer fact that some re-occurring weapons also have their damage scaled, such as the katana.