![]() The formula by which enemy health scales is as follows:Ĭurrent affinity scaling. Health įor health, the ranges of level differences from base to current level at which scaling transitions from exponential growth to a plateau is between 70 & 80. ![]() The accuracy of the following information is still under review. Note that the following health, shield, and armor scaling formulae are derived from in-game testing and have not been confirmed or denied valid by Digital Extremes at this time. For simplicity's sake however, it will still be referred to as exponential growth throughout the article. Note that while the growth at early levels is normally referred to as exponential by the community, it is actually a power growth of the form x n, which is an order less than exponential growth (i.e. Stat scaling between 70-80 inclusive is interpolated from the two functions using smoothstep.įinding out transition percentage from 70 to 80 Smoothstep transitioning between functions In other words, they produce the same value when the enemy level difference is 80. A common feature between the functions used is that they intersect at x=80. ![]() One function is used when enemy level difference is below 70 and the other when enemy level difference is above 80. Health, shields, and armor scaling formulae use two main functions to determine stat scaling at a particular level. Showing scaling of Eximus health, shields, and armor between level 1-200. As of Update 27.2 () health, shield, and armor scaling follow an "S"-like curve, where below a universal level range these stats grow "exponentially", and above this range, the stats grow slower and begin to plateau. When comparing the graphs, the different Y-axis scaling has to be considered. A standardized graph is shown for each stat. The only exception of this common structure is Affinity scaling, where the current level is used instead of the difference between the current and base level.Īs mentioned, all fundamental stats scale by the above formula structure and common features apply. ![]() For exponents higher than 1, each successive level-up grants a larger increase than the previous one, and for exponents lower than one, each successive level-up grants a smaller increase than the previous one. If the exponent is 1, the scaling of the stat would be linear with level, which means the increase in value as level grows would be constant. For high levels, the exponent has the most impact when comparing different scaling stats against each other. The current level is then the independent variable and the current value of the stat is the dependent variable of the formula.Īt lower levels the coefficient is normally less than one, so growth is not easily noticed until mid-level ranges. The base level and base value of the stat are determined by the enemy type. How scaling of fundamental enemy stats works in general is identical for all the stats: Each enemy type has a base value for this fundamental stat and a base level, the current value of the stat at the current level of the enemy is then calculated after a formula of the following structure:Įxponent and coefficient are determined by the specific stat in question but are equal across all enemy types.
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