Yes even without buffs, you has the 2 players have agro 1/2 of the time so they each take half damage from direct attacks while dealing double so I say 2 players will do 3-4 times as well.There is scaling. The problem is the cap on it. The code has to be set so that you have a minimum and a maximum.
To achieve that on a staright line basis you get: y = mx + c (y = boss health; m is player numbers, x is scale value, c is base amount)
1 player has the power of 1 player, but 2 players buff each other and so they are the equivelent of 2.5 players, a 12 player group becomes like having 24 individual players. So the scaling can't be a simple straight line.
Now add some reality to that. 12 players in an optimized group are more powerful than 12 players non-grouped. Even though the latter are getting buffs, the optimized group is doing it better. The former may be the equivelent of 36 players, and the latter may be 18 players - and there is no way for the game to determine that.
As such, ZOS scale to the lowest common denominator. The newbie solo player. So 12 players on a boss = 12 players for scaling. It means that an optimized group are counted as 12, even though they may be the equivelent of 36.
Now design a scaling formula where you don't know the group make-up? You can't. So you have to revert to the straight line scaling.
Edit: Typos
PS. That's not even taking into account companions.
tomofhyrule wrote: »As I said in the last thread you made on this topic: The Siege Camps do have scaling. They will sometimes spawn a second final boss.
The problem is that scaling is designed to go from groups of around 4-6 to 12-18. They aren’t going to scale all the way to 60+ players since they’ll never get those populations again after people stop grinding them. The dev team is not infinite, and they can’t release a patch to adjust every boss every week (and yes, adjusting mechanics or damage output does require a client patch)
Give it a week or two for everyone to get bored, and people will be begging for help in zone.