So my super-secret-awesome research group has been looking into some of the more hidden mechanics of zOMG!, and gataka fished up this little beauty. So without further ado, lets try to explain it for you guys.
Effect of Comparative C.L. on Damage - Shift Equation
In zOMG!, Animated don't have armour stats of their own. The damage you do to them is based on three factors.
Your OCL
Their OCL
Your ring
This is of course a simplification, Rage Rank, and comparative ring C.L. also plays into this (rings get nerfed if you let them grow too far ahead of your OCL) but for the purpose of this explanation, these three factors will suffice.
Lets use Mantis for our base ring:
Mantis
You create a katana from nothing to do your bidding. Does light damage, but attacks again very quickly. At higher Rage Ranks, it also drains an enemy's Willpower.
Stamina Cost: 2-3 Stamina
Cooldown: 2 seconds
RR1 -> 70-110 Damage (90 Damage)
RR2 -> 100-140 Damage (120 Damage) + Willpower Debuff (8s)
RR3 -> 120-180 Damage (150 Damage) + Willpower Debuff (8s)
RR4 -> 170-250 Damage (210 Damage) + Willpower Debuff (8s)
The shift equation has the following form:
Damage = (1 + [ YourCL - TargetCL ] / 2) * (Ring's Damage)
Don't worry, I know it's not very easy to read mathematical equations when they're written in a line. I'm going to use an examples to explain it.
Example
If I'm a C.L. 10.0 attacking an Animated in Shallow Sea on Easy, the Animated has a C.L of 9.4, so using Mantis ring we have the above equation become ->
=(1 + [ 10 - 9.4 ] / 2) * (90)
V
=(1 + [ 0.6 ] / 2) * (90)
V
=(1 + 0.3) * (90)
V
=1.3 * 90
V
=117
So against a C.L. 9.4 Animated, a mantis ring will do (on average) 117 Damage a hit, as opposed to 90 damage a hit against a C.L. 10.0 Animated.
End of Example
The real beauty is that this equation holds true for absolutely any Animated regardless of variety, so we can show (though I won't here) that the simplest interpretation of the difficulty settings is:
Easy: Animated do 30% less damage, Players do 30% more.
Hard: Animated do 30% more damage, Players do 30% less.
Though of course, there are discrepancies. Hard Mode features stronger Animated, so their base damage is also higher in addition to the Shift Equation, and vice versa for Easy Mode.