Down-scaling is essential in this game. It’s a major part of what makes it a novelty. I won’t discuss why, just how I think it should be accomplished. The result will be a slight, and I think tangible, difference for higher level characters who are scaled down.
As far as I can tell, stats come from mainly 4 sources:
- Automatic stat addition on level up
- Traits
- Buffs (food, etc…)
- Equipment
Stat improvements on level up follow a well-documented progression. When you get scaled down you should simply follow the curve down to the level you’re scaled down to. You therefore gain nothing from being higher level from this part. (Except that when scaled down, you’re scaled down to the max level of the zone you’re in and the mobs can/will be 0-2 levels lower than you).
Stats from traits should be scaled to your current level. This is currently not the case. When I add +1 to my level 43 char’s first trait he gets +10 power; my level 80 also gets +10 power. Since damage is proportional to power and inversely proportional to enemy defence, and since enemy defence increases with their level, those +10 power at level 43 are worth a lot more than +10 power at level 80. It means the character is being nerfed as they level up (for the same amount of power). This is compensated by having more trait points to spend at higher levels, so you can raise your power (or whatever other stat). Another way to handle this would be to scale what a +1 in traits would effectively give. For example, +10 power at level cap, and +5 power at half the cap. Being scaled down when visiting a low-level area would then simply imply following that curve back down to the scaled-down level. (Current downscaling of trait bonuses may be part of what seems to be complicating things.)
In terms of traits, therefore, a high level char downscaled to level 10 will have higher stats than a real level 10 because they have more trait points to spend.
Buffs from food etc. are then also scaled down, following the buff level curve (since being high level you can use higher level food which has higher level stat bonuses).
Lastly, equipment bonuses depend on both level and quality. We all know there are 6 curves: white, blue, green, yellow, orange, and now pink. Each of these curves has a slightly higher slope than the one before it. Equipment stats can then be downscaled again simply by sliding them down their curve. A level 80 with orange armor scaled down to level 10 would have the equivalent of a level 10 orange armor (which doesn’t exist). Better equipment will therefore also result in better stats when downscaled, compared to a char of that level.
The final result will be that higher level chars will have slightly better stats when scaled down, than a char of that level, because of traits, better quality equipment, and lastly a better choice/variety of skills to use. And, let’s not forget experience in playing their leveled up profession.
PS:
“Sliding down the curve to the current level” doesn’t mean multiplying the stat by a certain fraction, but setting the stat to that point on the relevant curve which corresponds to the target level. For example, a level 80 with level 65 yellow gear will end up with the same stats from equipment, when downscaled to level 10, as a level 80 with level 80 yellow gear, and a level 50 with level 35 yellow gear. What matters is the gear quality (curve) and that its level is higher than 10. (The fact that the level 50 has level 35 gear will penalize them when they’re in level 36+ areas, compared to the other two chars.)