![]() ![]() Where b is the base HP, and p is the number of players in the dungeon. The first enemies to use Adaptive Scaling were those in Oryx’s Sanctuary, but as of Exalt Version 1.1.0.0 (Sep 2020), it is used by all dungeon bosses and many dungeon enemies, particularly those in the Exaltation dungeon pools. This means that small groups will not have to contend with scaling as severe as the usual model, but larger groups may have to deal with far higher HP values than linear scaling gave. Enemies with this type of scaling will gain comparatively less HP for the first couple of players, but the amount added per player will gradually increase as more players fight said enemy, causing the enemy’s HP to increase at an increasing (quadratic) rate. Adaptive HP ScalingĪll bosses and many enemies found in dungeons use a modified scaling system known as Adaptive Scaling, which uses a quadratic model rather than a linear one. ![]() A Realm enemy will gain a theoretical maximum HP of 940% of the base value at 85 players, or 1,780% if it had 20% scaling. Where b is the base HP, s is the scaling factor (either 0.1 or 0.2) and p is the number of players in the realm. The linear scaling can be summarized in the following formula: For every player beyond the first, a scaling enemy will increase its HP by a fixed percent of the original, increasing its maximum HP at a linear rate.Īll regular scaling enemies in the Realm scale at +10% Base HP per additional player in Realm, while some special enemies (primarily seasonal Event Bosses) scale at +20% per player instead. ![]() This is the scaling used by many bosses within the Realm itself. Note that the list of scaling enemies may not be completely correct and is subject to change. After readjustment, it will now have 160,000 HP out of a total of 320,000 HP, which is still 50%.Ĭurrently, two types of scaling exist: linear and adaptive. Three players join (so there are now 12 players) and the enemy takes no more damage until it readjusts its HP scaling. The enemy is weakened to 50% of its HP and there are 9 players in the area, so it has 130,000 out of 260,000 HP. For example, a theoretical enemy has 100,000 base HP and 20% HP scaling (more details below). Readjustments in scaling will NOT affect the current percentage of health an enemy has. Enemies with HP Scaling will perform a player check roughly every 20 seconds, and readjust their scaling if needed. HP Scaling will only start for additional players beyond the first one.ĭifferent enemies will activate their scaling at different times in their lifetimes, sometimes upon spawning and sometimes after a delay. If an enemy has HP Scaling, its HP will increase by a certain amount that increases with how many players are fighting it. HP Scaling is a property that many monsters possess, which was designed to ensure that fights take roughly the same time no matter the group size - mitigating/preventing steamrolling while still allowing for smaller groups to defeat them. ![]()
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