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<div class="walloftext">No idea. This game's scaling is ugly dark magic. This thingy uses the following formula deduced from the truelle gamefiles which may or may not be incomplete/incorrect:</div>
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<div class="walloftext">No idea. This game's scaling is ugly dark magic. This thingy uses the following formula deduced from the truelle gamefiles which may or may not be incomplete/incorrect:</div>
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<div class="walloftext">Mob HP/damage values are calculated according to your stats once you enter a level. When you collect new scrolls in the level, mob values aren't updated but the player's getting stronger. To counteract this, the game strengthens the mobs relatively to the room's distance from the level entrance. Longer levels are more affected (Ancient Sewers the most), while boss rooms aren't.
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<div class="walloftext">Mob HP/damage values are calculated according to your stats once you enter a level. When you collect new scrolls in the level, mob values aren't updated but the player's getting stronger. To counteract this, the game strengthens the mobs relatively to the room's distance from the level entrance. Longer levels are more affected (Ancient Sewers the most), while boss rooms aren't.
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