Monster stat scale with party size

  • Alright, so about a month back I found out there's a command that lets us see monster hp and super armour in numbers, not just in lines, so needless to say the first thing I did was the obvious one - go last carnival and check out monster stats. Posted a message in guild discord, got no replies, thought I'd check out the forum and successfully proceeded to forget everything about it. Here's the copy-paste:

    One of the game questions I had is enemy hp scale and with my newfound scouter abilities i could check it. Here's what my memory has from the last 10-15 minutes:
    basically went to last carnival 3 times to check out the hp of the first edgaquin miniboss:
    solo normal: 1.16 mil hp
    solo elemental: 1.16 mil hp
    4-party hell-if-i-know: 3.22 mil hp
    That is around 2.77586206897 times more hp.

    The me a month ago didn't have the memory nor attention span to remember other monsters' hp scales so I assume they scale the same. As for other raids, districts? Heck. You check it.
    Now does this mean that it's not you who sucks in a party, it's your party that sucks at dps, or is it that other stats scale as well? I really doubt that elemental resistances, crit rates and resistances etc. increase but defense is feasible.


    TL;DR monster HP/SA scales in LC! Does defense scale too? What about other places?



    P.S. the command is "/monsterstatus 1". It stays active after switching characters but not after turning the game off and on again, so you might want to bind it to a macro. Seriously this and other useful chat commands really should be visible in-game.


  • Nice thread Untilted , because I actually did a very brief study about monsters HP and Super Armor values due to the whole "monsters feel a lot weaker in the new dungeons" issue. Never made a post about it, seems like the right time to remedy.

    All pictures were taken in solo runs.


    Here's what I gathered so far:

    - Monsters are divided in HP classes, meaning that certain enemies always share the same HP value. Same goes for super armor values.

    Cappuccino.jpg


    Artiglio Selvatico.jpg


    - These classes definitely scale with levels, but sometimes change numeric values within the same instance of the same dungeon.

    Shock Splitter.jpg


    Shock Splitter 2.jpg


    - I do not posses screenshots, but the boost that enemies gain in parties is extremely noticable, especially if you have the bad luck to be left alone to fight a boss with boosted values. Happened to me once with the first Bunkerbot and at first it looked like I couldn't beat it due to a lack of DPS and its healing ability; redid the fight in solo and it was a lot more managable.


    And now some hilarious fun facts about monsters HP values:

    - The portals in Grace City's raid posses extremely high defence yet they also have a stupidily low amount of HP.

    Portale Flash.jpg


    - All District 6 monsters share exactly the same amount of HP.

    Valdebriss.jpg


    Valrok.jpg


    - The monsters in Grasscover Camp show strong deviation from HP scaling, with the values being lower than expected. The next three pictures will show a boss from the first Grasscover Camp dungeon, a boss from the last instance of Ruin Fortress (second episode of Ark) and the final boss of a raid.


    Bull Infernale.jpg


    Rompi-Dradar.jpg


    Kurisu Baishem.jpg


    I always love to point out the lack of super armor of enemies in Grasscover instances. I don't even know if it's been fixed yet.