Scaling

From Hellgate Global Wiki / Hellgate Resurrection Wiki
Jump to: navigation, search

Scaling is a key mechanic in Hellgate London. As your character increases in level, so do items and monsters. Furthermore, additional mechanics such as difficulty and party size have additional influence on scaling. This article explains how scaling applies to various game entities and the formula used to calculate stats.

Contents

Monsters

Shulgoth.png
Shulgoth
Unique Demon Lord
Health 1100
Armor 80
Shields 80
Experience 500
Damage
Type Physical
Range 200 - 267
Critical Chance 5%
Critical Multiplier 100%
Interrupt Attack 0
Defence
Anger Range 20m
Interrupt Defence 400
Ai Change Defence 300
Stealth Defence 300
Elemental Attack Defence
Physical 0 1000
Fire 0 500
Electricity 0 500
Spectral 0 100
Toxic 0 500
How Scaling Works

Most zones in the game are dynamically populated with mobs - either at a fixed level (such as the london expansion) or scaled to a players (the stonehenge expansion). Either way, scaling must take place.


Health

health = base_health * monster_level_multi [* difficulty_bonus] [* quality_multi + quality_bonus]

Variables

base_health
Derived from the monsters description - example Shulgoth
monster_level_multi
Derived from the monster level table, relative to the monsters level.
difficulty_bonus
optional - Derived from the difficulty table.
quality_multi
optional - Derived from the monster quality table. Only applies to monsters that have a quality association. ie a legendary spawn
quality_bonus
optional - Additional hit point modifiers associated with the quality.

For Example

Shulgoth in Normal mode.
  • Base Health: 1100
  • Level 5 Health Multi: .41
  • Unique Quality Multi: 4.5
  • Unique Quality Bonus: +50
1100 * .41 * 4.5 + 50 = 2079.5
Shulgoth in Nightmare mode.
  • Nightmare Bonus: +25%
1100 * .41 * 4.5 * 125% + 50 = 2586.5


Armor

Difficulty and party size has no influence on armor.

armor = base_armor * monster_level_multi
base_armor
Derived from the monsters description.
buffer
Derived from the monster level table.

For Example

80 * 5.00 = 400

See damage absorption for more information.


Shields

Difficulty and party size has no influence on shields.

shields = base_shields * monster_level_multi
base_shields
Derived from the monsters description.
buffer
Derived from the monster level table.

For Example

80 * .61 = 48.8
Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox