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; Vitality
; Vitality


An enemy's base Vitality is multiplied by the following values:
An enemy's base {{s|Combat|Vitality}} is multiplied by the following values:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
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Maximum Vitality = (base * multiplier) + (level * ([[../Attributes#Constitution|CON]] + Toughness))
Maximum Vitality = (class base * multiplier) + (level * ([[../Attributes#Constitution|CON]] + Toughness))


; Damage
; Damage


An enemy's base damage is multiplied by the following values:
An enemy's base weapon damage is multiplied by the following values:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
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Any damage bonuses are simply added, not multiplied.
Any damage bonuses (e.g. from feats, attributes, and equipment) are simply added to the formula values above, not multiplied.


; Attack
; Attack
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This bonus is added to base (class level(s)).
This bonus is added to base, which is the sum of all class levels.


; Defense
; Defense
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This bonus is added to any class bonus(es).
The value described above is added to any class, equipment, and base bonuses. All characters start with base 10 {{s|Combat|Defense}}.  


; Saves
; Saves
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This bonus is added to base, which is the sum of class, attribute and {{s|Feats|Conditioning}} bonuses.
This bonus is added to base, which is the sum of class, attribute, {{s|Feats|Conditioning}}, and equipment bonuses.


==Set 1==
==Set 1==

Revision as of 12:44, 28 January 2024

Enemy level, Vitality, Damage, Attack, Defense and Saves normally increase as main character level does so, depending on the autobalance values for the set to which they belong:

autobalance.2da
(Row Label) name vpmult tohitmult armormult damagemult savemult crmod levelmult
0 No_Auto_Balance 0 0 0 0 0 0 0
1 Set_1 0.65 0.9 0.6 0.065 0.8 -3 0.75
2 Set_2 0.65 0.9 0.7 0.09 0.9 -2 0.75
3 Set_3 0.65 0.95 0.8 0.11 1 -1 0.75
4 Set_4 0.7 1 0.9 0.135 1 1 0.75
5 Set_5 0.8 1.1 1 0.175 1.05 4 0.75

These bonuses are normally calculated based on your main character's experience level at time of enemy spawning, even when the main character isn't part of the current party selection. Enemies normally spawn when an area is first entered, although some may do so later if spawning is only triggered by a later event.

Level

Enemy level is the sum of class level(s) and any set bonus, which is rounddown(main level * 0.75) - 1 for every set. Enemies in sets normally only have class level 1, resulting in the following:

Main level Enemy level
1 0
2 1
3 2
4 3
5
6 4
7 5
8 6
9
10 7
Main level Enemy level
11 8
12 9
13
14 10
15 11
16 12
17
18 13
19 14
20 15
Main level Enemy level
21 15
22 16
23 17
24 18
25
26 19
27 20
28 21
29
30 22
Main level Enemy level
31 23
32 24
33
34 25
35 26
36 27
37
38 28
39 29
40 30
Main level Enemy level
41 30
42 31
43 32
44 33
45
46 34
47 35
48 36
49
50 37

The sum of class level(s) and set bonus is used to determine feat and Force power Difficulty Classes, and Vitality added by Constitution modifier and Toughness feats.

Vitality

An enemy's base Vitality is multiplied by the following values:

Sets 1-3 Set 4 Set 5
max(rounddown((main lvl + 1) * 0.65) - 1; 1) max(round(main level * 0.7) – 1; 1) max(round(main level * 0.8) – 1; 1)

Maximum Vitality = (class base * multiplier) + (level * (CON + Toughness))

Damage

An enemy's base weapon damage is multiplied by the following values:

Set Damage multiplier Minimum main level for damage multiplier
1 2 3 4 5 6 7 8 9
Set 1 max(roundup((main level - 1) * 0.065); 1) 1 17 32 48
Set 2 max(roundup((main level - 1) * 0.09); 1) 1 13 24 35 46
Set 3 max(roundup((main level - 1) * 0.11); 1) 1 11 20 29 38 47
Set 4 max(roundup((main level - 1) * 0.135); 1) 1 9 16 24 31 39 46
Set 5 max(roundup((main level - 1) * 0.175); 1) 1 7 13 19 24 30 36 42 47

Any damage bonuses (e.g. from feats, attributes, and equipment) are simply added to the formula values above, not multiplied.

Attack
Sets 1-2 Set 3 Set 4 Set 5
roundup(main level * 0.9) - 1 roundup(main level * 0.95) - 1 main level rounddown(main level * 1.1)

This bonus is added to base, which is the sum of all class levels.

Defense
Set 1 Set 2 Set 3 Set 4 Set 5
rounddown(main * 0.6) roundup(main * 0.7) - 1 rounddown(main * 0.8) roundup(main * 0.9) - 1 main level

The value described above is added to any class, equipment, and base bonuses. All characters start with base 10 Defense.

Saves
Set 1 Set 2 Sets 3-4 Set 5
rounddown(main level * 0.8) roundup(main level * 0.9) – 1 main level roundup(main level * 1.05) - 1

This bonus is added to base, which is the sum of class, attribute, Conditioning, and equipment bonuses.

Set 1

Value Calculation
Level rounddown(main level * 0.75) - 1
Vitality max(rounddown((main level + 1) * 0.65) - 1; 1)
Damage max(roundup((main level - 1) * 0.065); 1)
Value Calculation
Attack roundup(main level * 0.9) - 1
Defense rounddown(main level * 0.6)
Saves rounddown(main level * 0.8)
Table
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
1 -1 1 1 0 0 0
2 0 1 1 1 1 1
3 1 1 1 2 1 2
4 2 2 1 3 2 3
5 2 2 1 4 3 4
6 3 3 1 5 3 4
7 4 4 1 6 4 5
8 5 4 1 7 4 6
9 5 5 1 8 5 7
10 6 6 1 8 6 8
11 7 6 1 9 6 8
12 8 7 1 10 7 9
13 8 8 1 11 7 10
14 9 8 1 12 8 11
15 10 9 1 13 9 12
16 11 10 1 14 9 12
17 11 10 2 15 10 13
18 12 11 2 16 10 14
19 13 12 2 17 11 15
20 14 12 2 17 12 16
21 14 13 2 18 12 16
22 15 13 2 19 13 17
23 16 14 2 20 13 18
24 17 15 2 21 14 19
25 17 15 2 22 15 20
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
26 18 16 2 23 15 20
27 19 17 2 24 16 21
28 20 17 2 25 16 22
29 20 18 2 26 17 23
30 21 19 2 26 18 24
31 22 19 2 27 18 24
32 23 20 3 28 19 25
33 23 21 3 29 19 26
34 24 21 3 30 20 27
35 25 22 3 31 21 28
36 26 23 3 32 21 28
37 26 23 3 33 22 29
38 27 24 3 34 22 30
39 28 25 3 35 23 31
40 29 25 3 35 24 32
41 29 26 3 36 24 32
42 30 26 3 37 25 33
43 31 27 3 38 25 34
44 32 28 3 39 26 35
45 32 28 3 40 27 36
46 33 29 3 41 27 36
47 34 30 3 42 28 37
48 35 30 4 43 28 38
49 35 31 4 44 29 39
50 36 32 4 44 30 40

Set 2

Value Calculation
Level rounddown(main level * 0.75) - 1
Vitality max(rounddown((main level + 1) * 0.65) - 1; 1)
Damage max(roundup((main level - 1) * 0.09); 1)
Value Calculation
Attack roundup(main level * 0.9) - 1
Defense roundup(main * 0.7) - 1
Saves roundup(main level * 0.9) – 1
Table
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
1 -1 1 1 0 0 0
2 0 1 1 1 1 1
3 1 1 1 2 2 2
4 2 2 1 3 2 3
5 2 2 1 4 3 4
6 3 3 1 5 4 5
7 4 4 1 6 4 6
8 5 4 1 7 5 7
9 5 5 1 8 6 8
10 6 6 1 8 6 8
11 7 6 1 9 7 9
12 8 7 1 10 8 10
13 8 8 2 11 9 11
14 9 8 2 12 9 12
15 10 9 2 13 10 13
16 11 10 2 14 11 14
17 11 10 2 15 11 15
18 12 11 2 16 12 16
19 13 12 2 17 13 17
20 14 12 2 17 13 17
21 14 13 2 18 14 18
22 15 13 2 19 15 19
23 16 14 2 20 16 20
24 17 15 3 21 16 21
25 17 15 3 22 17 22
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
26 18 16 3 23 18 23
27 19 17 3 24 18 24
28 20 17 3 25 19 25
29 20 18 3 26 20 26
30 21 19 3 26 20 26
31 22 19 3 27 21 27
32 23 20 3 28 22 28
33 23 21 3 29 23 29
34 24 21 3 30 23 30
35 25 22 4 31 24 31
36 26 23 4 32 25 32
37 26 23 4 33 25 33
38 27 24 4 34 26 34
39 28 25 4 35 27 35
40 29 25 4 35 27 35
41 29 26 4 36 28 36
42 30 26 4 37 29 37
43 31 27 4 38 30 38
44 32 28 4 39 30 39
45 32 28 4 40 31 40
46 33 29 5 41 32 41
47 34 30 5 42 32 42
48 35 30 5 43 33 43
49 35 31 5 44 34 44
50 36 32 5 44 34 44

Set 3

Value Calculation
Level rounddown(main level * 0.75) - 1
Vitality max(rounddown((main level + 1) * 0.65) - 1; 1)
Damage max(roundup((main level - 1) * 0.11); 1)
Value Calculation
Attack roundup(main level * 0.95) - 1
Defense rounddown(main * 0.8)
Saves main level
Table
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
1 -1 1 1 0 0 1
2 0 1 1 1 1 2
3 1 1 1 2 2 3
4 2 2 1 3 3 4
5 2 2 1 4 4 5
6 3 3 1 5 4 6
7 4 4 1 6 5 7
8 5 4 1 7 6 8
9 5 5 1 8 7 9
10 6 6 1 9 8 10
11 7 6 2 10 8 11
12 8 7 2 11 9 12
13 8 8 2 12 10 13
14 9 8 2 13 11 14
15 10 9 2 14 12 15
16 11 10 2 15 12 16
17 11 10 2 16 13 17
18 12 11 2 17 14 18
19 13 12 2 18 15 19
20 14 12 3 18 16 20
21 14 13 3 19 16 21
22 15 13 3 20 17 22
23 16 14 3 21 18 23
24 17 15 3 22 19 24
25 17 15 3 23 20 25
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
26 18 16 3 24 20 26
27 19 17 3 25 21 27
28 20 17 3 26 22 28
29 20 18 4 27 23 29
30 21 19 4 28 24 30
31 22 19 4 29 24 31
32 23 20 4 30 25 32
33 23 21 4 31 26 33
34 24 21 4 32 27 34
35 25 22 4 33 28 35
36 26 23 4 34 28 36
37 26 23 4 35 29 37
38 27 24 5 36 30 38
39 28 25 5 37 31 39
40 29 25 5 37 32 40
41 29 26 5 38 32 41
42 30 26 5 39 33 42
43 31 27 5 40 34 43
44 32 28 5 41 35 44
45 32 28 5 42 36 45
46 33 29 5 43 36 46
47 34 30 6 44 37 47
48 35 30 6 45 38 48
49 35 31 6 46 39 49
50 36 32 6 47 40 50

Set 4

Value Calculation
Level rounddown(main level * 0.75) - 1
Vitality max(round(main level * 0.7) – 1; 1)
Damage max(roundup((main level - 1) * 0.135); 1)
Value Calculation
Attack main level
Defense roundup(main * 0.9) - 1
Saves main level
Table
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
1 -1 1 1 1 0 1
2 0 1 1 2 1 2
3 1 1 1 3 2 3
4 2 2 1 4 3 4
5 2 3 1 5 4 5
6 3 3 1 6 5 6
7 4 4 1 7 6 7
8 5 5 1 8 7 8
9 5 5 2 9 8 9
10 6 6 2 10 8 10
11 7 7 2 11 9 11
12 8 7 2 12 10 12
13 8 8 2 13 11 13
14 9 9 2 14 12 14
15 10 10 2 15 13 15
16 11 10 3 16 14 16
17 11 11 3 17 15 17
18 12 12 3 18 16 18
19 13 12 3 19 17 19
20 14 13 3 20 17 20
21 14 14 3 21 18 21
22 15 14 3 22 19 22
23 16 15 3 23 20 23
24 17 16 4 24 21 24
25 17 17 4 25 22 25
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
26 18 17 4 26 23 26
27 19 18 4 27 24 27
28 20 19 4 28 25 28
29 20 19 4 29 26 29
30 21 20 4 30 26 30
31 22 21 5 31 27 31
32 23 21 5 32 28 32
33 23 22 5 33 29 33
34 24 23 5 34 30 34
35 25 24 5 35 31 35
36 26 24 5 36 32 36
37 26 25 5 37 33 37
38 27 26 5 38 34 38
39 28 26 6 39 35 39
40 29 27 6 40 35 40
41 29 28 6 41 36 41
42 30 28 6 42 37 42
43 31 29 6 43 38 43
44 32 30 6 44 39 44
45 32 31 6 45 40 45
46 33 31 7 46 41 46
47 34 32 7 47 42 47
48 35 33 7 48 43 48
49 35 33 7 49 44 49
50 36 34 7 50 44 50

Set 5

Value Calculation
Level rounddown(main level * 0.75) - 1
Vitality max(round(main level * 0.8) – 1; 1)
Damage max(roundup((main level - 1) * 0.175); 1)
Value Calculation
Attack rounddown(main level * 1.1)
Defense main level
Saves roundup(main level * 1.05) - 1
Table
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
1 -1 1 1 1 1 1
2 0 1 1 2 2 2
3 1 1 1 3 3 3
4 2 2 1 4 4 4
5 2 3 1 5 5 5
6 3 4 1 6 6 6
7 4 5 2 7 7 7
8 5 5 2 8 8 8
9 5 6 2 9 9 9
10 6 7 2 11 10 10
11 7 8 2 12 11 11
12 8 9 2 13 12 12
13 8 9 3 14 13 13
14 9 10 3 15 14 14
15 10 11 3 16 15 15
16 11 12 3 17 16 16
17 11 13 3 18 17 17
18 12 13 3 19 18 18
19 13 14 4 20 19 19
20 14 15 4 22 20 20
21 14 16 4 23 21 22
22 15 17 4 24 22 23
23 16 17 4 25 23 24
24 17 18 5 26 24 25
25 17 19 5 27 25 26
Main level Level bonus Base multiplier Attack bonus Defense bonus Saves bonus
Vitality Damage
26 18 20 5 28 26 27
27 19 21 5 29 27 28
28 20 21 5 30 28 29
29 20 22 5 31 29 30
30 21 23 6 33 30 31
31 22 24 6 34 31 32
32 23 25 6 35 32 33
33 23 25 6 36 33 34
34 24 26 6 37 34 35
35 25 27 6 38 35 36
36 26 28 7 39 36 37
37 26 29 7 40 37 38
38 27 29 7 41 38 39
39 28 30 7 42 39 40
40 29 31 7 44 40 41
41 29 32 7 45 41 43
42 30 33 8 46 42 44
43 31 33 8 47 43 45
44 32 34 8 48 44 46
45 32 35 8 49 45 47
46 33 36 8 50 46 48
47 34 37 9 51 47 49
48 35 37 9 52 48 50
49 35 38 9 53 49 51
50 36 39 9 55 50 52