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Investigation into monster scaling

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Investigation into monster scaling

Postby sitnaltax on Sat Jan 24, 2015 5:45 pm

On a recent whim I decided to head into each of the dungeons and see what multiplier is used for monster attack and toughness in each of them. On the wiki there's some implicit assumption that all or most Hard or Vicious dungeons are the same. As I found, Hard and Vicious are general descriptors of difficulty that are only loosely tied to scaling.

In every case (except for when the VT is involved), I found that health and attack are scaled by the same factor. For bosses that are found in multiple locations, I also found that bosses are scaled by the same factor as the monsters in the dungeons. The slight exception is the weak version of Aequitas found in the Northern Desert. I believe he is actually a different base monster (or somehow a special case otherwise), since he does not reach ordinary VT Aequitas stats when the VT is prepped.

The effect of the Vicious Token is to override the native scaling of the dungeon with 160% attack, 200% health. (Beta veterans may remember that for a short, brutal time, this difficulty scaling was actually 200% for both. As you can imagine this was pretty oppressive and made it hard to get level 1 characters off the ground.) This is why an ordinarily-easy dungeon like Rock Garden (three bosses but lots of popcorn and tame 100% scaling) can suddenly become one of the harder challenges with the VT--your resources are suddenly stretched very thin as the monster toughness spikes.

Although I didn't check them all, Class Challenges and Triple Quests have their own scaling percentages, even if they share a map. For instance, Fighter Bronze is 110%, Silver is 100%, and Gold is 90% (amazing how hard those monsters are with no blackspace). Triple Quest 3-1 uses the Western Forest map, but it's scaled at 130% rather than 100%.


EASY/NORMAL
Hobbler's Hold: 80%
Den of Danger 100%
Venture Cave 100%
Western Jungle 100%
Eastern Tundra 100%
Northern Desert 100%
Southern Swamp 100%

HARD
Doubledoom 110%
Grimm's Grotto 140%

Rock Garden 100%
Cursed Oasis 115%
Shifting Passages 130%

Havendale Bridge 105%
The Labyrinth 130%
Magma Mines 130%

Hexx Ruins 100%
Ick Swamp 120%
Slime Pit 120%

Berserker Camp 100%
Creeplight Ruins 110%
Halls of Steel 120%

VICIOUS
Demonic Library 140%
Dragon Isles 140%
Naga City 150% (top)/120% (bottom)
Vicious Steel 140%
Namtar's Lair 150% (underworld 100%)
Last edited by sitnaltax on Sun Feb 08, 2015 3:08 am, edited 1 time in total.
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Re: Investigation into monster scaling

Postby Lujo on Sat Jan 24, 2015 9:36 pm

Whoah. Blew my mind, I had no clue about this!
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Re: Investigation into monster scaling

Postby flap on Sat Jan 24, 2015 10:38 pm

thank you, that's an interresting read.
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Re: Investigation into monster scaling

Postby Astral on Sun Jan 25, 2015 12:57 am

Yeah, nice job collecting all this data.
It explains why Berserker Camp feels so easy and Grimm's Grotto harder than the rest.
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Re: Investigation into monster scaling

Postby lieronet on Sun Jan 25, 2015 1:14 am

This explains so much! Nice findings.
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Re: Investigation into monster scaling

Postby Tinker on Sun Jan 25, 2015 11:28 pm

Thank you very much! 8-)
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Re: Investigation into monster scaling

Postby TheSchachter on Mon Jan 26, 2015 5:04 am

Very nice to have the specific breakdown documented. Thanks a lot for taking the time!
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Re: Investigation into monster scaling

Postby sitnaltax on Mon Jan 26, 2015 6:56 am

I'm glad people found this interesting!

Quick note, since I happened to finally take note of it: The scaling for the bottom floor of Gaan-Talet (both Hard and Vicious) is 100%. The first subdungeon is 110%, second is 120%, third is 130%, and so on. So VGT eventually gets up to 190%.
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Re: Investigation into monster scaling

Postby Tinker on Mon Jan 26, 2015 10:43 am

"Thinker", just without the "ache".
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Re: Investigation into monster scaling

Postby Tinker on Mon May 25, 2015 7:13 pm

So, VGT+VT scaling:

Courtyard/ground floor (L1-7s): 160% attack / 200% health (standard VT difficulty)
Tower 1 (L8s): 160% attack / 200% health (standard VT difficulty)
Tower 2 (L9s): 160% attack / 200% health (standard VT difficulty)
Tower 3 (L10s): 160% attack / 200% health (standard VT difficulty)
Tower 4 (L10s): 160% attack / 200% health (standard VT difficulty)
Tower 5 (L10s): 160% attack / 200% health (standard VT difficulty)
Tower 6 (L10s): 160% attack / 200% health (standard VT difficulty)
Tower 7 (L10s): 160% attack / 200% health (standard VT difficulty)
Tower 8 (L10s): 160% attack / 200% health (standard VT difficulty)
Tower 9 (L10s): 160% attack / 200% health (standard VT difficulty)
Tower 10 (Horatio the Immortal): 120 attack, 5000 health (i.e. 160% attack / 100% health)

Ok, this is pretty boring. I started to write up as I was playing, and all levels look remarkably similar except Horatio, who has 120 attack (180 after berserk). The weird thing is that Towers 7-9 VT is actually not necessarily harder than without-VT. Tower 7 VT has -10% attack / +30% health; Tower 8 VT has -20% attack / +20% health; and Tower 9 has -30% attack / +10% health. That said, Horatio more than compensates for all this, with his 120 base attack that boosts to 180 after berserk.
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