Hero Power

Hero Power is a new statistic that determines many things in Vermintide 2. It is granted by equipping items and by leveling up.

Calculation of Hero Power
"Hero power = 10 * Level + (Sum of Item powers)/5"

Since max level is 30 and the maximum item power is 300, the maximum possible hero power is 600. Minimum HeroPower is 12, which can be achieved by having a level 1 character with only two 5 Power weapons equipped and no trinkets of any kind.

Items Power
Items( and ) have power moves from 5 to 300. Each time the player opens a chest or craft an item, the power of the items they will get will depend on the average power of the most powerful items the player have across all characters. Each time this is done there is a chance to get maximum of +5 power over that number or maximum of -10 power under that average.

Hero Power Uses
Hero power above a specific minimum is needed to play higher difficulties (which can be avoided by joining a friends game). There is also a maximum hero power for each difficulty level. If you join a mission with a hero power above that limit, it is decreased to the cap.

Difficulty Restrictions
The requirements to start a mission are: For all of these there is a cap as well, it is known for Recruit but not verified for the other difficulties:
 * 0 for Recruit Difficulty
 * 120 for Veteran Difficulty
 * 220 for Champion Difficulty
 * 420 for Legend Difficulty

Combat Effects
Hero Power directly affects:
 * 1) The amount of Damage you deal with every Single Attack ("attack")
 * 2) The degree of Stagger your attacks produce on an enemy ("stagger")
 * 3) The amount of Enemies your attacks are able to hit simultaneously ("cleave")

Damage calculation
In release the damage calculation is "bugged", i.e. does not scale correctly. See for more information.

So in release damage calculation or scaling was done as follow: This has the effect that for all intents and purposes the ScalingFactor is between 200 and 1000, where ScalingFactors over 780 (i.e. 600 HeroPower) only reachable through boosts and bonuses, such as "+X% vs Y".
 * 1) Your HeroPower is NOT put in the allowed interval, i.e. no capping done.
 * 2) The scaling factor is calculated as ScalingFactor = 180 + HeroPower.

Currently there is a "beta" (patch 1.05) available in which this "bug" is fixed, and in that beta the scaling is as follows:
 * 1) Your HeroPower is put within the allowed interval, i.e. capped to 200 for Recruit.
 * 2) Your damage ("attack") scaling factor is calculated. "Factor" below is 5 / 8 for 1.05 beta, and was 4 / 8 (i.e. 1/2) for the pre-release versions. The Factors differ between "attack" (5 / 8), "cleave" (5 / 8, unverified) and "stagger" (1 / 4, was 1 / 3 in pre-release).
 * 3) Below 20 (i.e. 19 and below)
 * 4) ScalingFactor = 185 + HeroPower
 * 5) If 20 <= HeroPower <= 120:
 * 6) ScalingFactor = 225 + (HeroPower - 15) * (Factor / 2)
 * 7) Above 120:
 * 8) ScalingFactor = 200 + (HeroPower - 15) * Factor
 * 9) This scaling factor is multiplied with the weapon base damage. Note that the scaling factor is the larger number, weapon base damage is usually in the interval [0.5, 10] and the ScalingFactor in the interval [192 , 700].