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Monster HP data

6 replies [Last post]
Mon, 02/20/2012 - 15:22
Otaia's picture
Otaia

Hi all, I'm currently collecting data on the HP of the monsters in at various depths in the Clockworks. I believe this information will be useful for people who are trying to decide how to gear for a particular level, and whether the damage bonuses on their gear will reduce the number of hits to kill a particular monster. I'm using the space to store and share the information I gather.

General observations:
- There does not seem to be any randomization in monster HP. All monsters of a particular type will have the same amount of HP on a particular depth.
- Many monster types share a common base HP. That is to say, a Gun Puppy on Depth 9 will have the same amount of HP as a Scuttlebot on Depth 9. So far, I've found these monster families to be part of this "standard" group: Chromalisks, Wolvers, Gun Puppies, Scuttlebots, Greavers, Gremlin Thwackers, Jelly Cubes, Lichens, Polyps, Howlitzers, Kats, Gremlin Demos, Gremlin Scorchers, and Wings. I'm currently missing information on Trojans, and the Gremlins in Crimson Hammer.
- Shankles, Gremlin Menders, and Devilites have 75% of the HP of a normal monster.
- Retrodes, Mecha Knights, and some Zombies have 150% of the HP of a normal monster. Slag Walkers in FSC, Drouls in Concrete Jungles, and Frozen Shamblers in Candlestick Keeps have this bonus. Frankenzoms and the regular Zombies in graveyards do not. Needs more testing.
- Lumbers and Rock Jellies have about 200% of the HP of a normal monster.
- The smallest Lichens start with the same amount of HP as a normal monster. When two Lichens merge, they despawn and a new, larger Lichen with full HP spawns in place with the combined size of the two individual Lichens added together. Each additional Lichen beyond the first increases the total health of the larger Lichens by 25% of the base value. and
- Alpha Wolvers seem to have about 200% of the HP of a normal monster. Edit: Actually, Alpha Wolvers do weird things to your damage and seem to do some random recovery on their own, so I'm not sure about this.
- Phantoms seem to have about 150% of the HP of a normal monster.
- When in a party, each additional member increases the HP of newly spawned monsters by a third, rounded down. When in a 4-person party, all monsters have double their normal amount of HP. This only applies to newly spawned monsters and the entering and exiting of party members does not affect the HP of monsters already present in the level. On a level such as Deconstruction Zone, where nearly all monsters spawn at soon as you enter, this means that entering the map while solo and having three people join you effectively makes the level twice as easy.

Listed below are the HP values of normal monsters. Some information is incomplete due to not having enough monsters to test yet.
Monster HP by depth
1 - 40
2 - 59
3 - 77
4 (Terminal/Mission) - 95
5 - 114
6 - 132
7 - 150
8 (Moorcraft Manor)
9 - 160
10 - 187
11 - 214
12 - 241
13 (Terminal)
14 - 295
15 - 322
16 - 349
17 - 375
18 (Emberlight)
19 - 450
20 - 507
21 - 563
22 - 617~619
23 (Terminal)
24 - 673~774
25 - 765~792
26 - 799~928
27 - 899~912
28 - 965~972

Snarbolax - 661~693

Tue, 02/21/2012 - 21:40
#1
Hexzyle's picture
Hexzyle
Very nice. /applaud I am very

Very nice. /applaud
I am very pleased. This data is amazingly helpful!

-The guy obsessed with statistics

Tue, 02/21/2012 - 22:16
#2
Knited's picture
Knited
.

Very helpful data indeed.

Will you be finding the HP for a slag guard and maybe the bosses as well?

Wed, 02/22/2012 - 03:09
#3
Shue-Donnym's picture
Shue-Donnym
Wat

I posted on shufflebot talk that they had 30 hp(in ATH) as I said there a Firotech mkII charge(22 dmg) and lv4 Proto Gun regular shot(7 dmg) failed to kill one. However... 2 (heat 6)Super Blaster shots(15 dmg ea) managed to kill one. Hope i helped.

Wed, 02/22/2012 - 08:59
#4
Merethif's picture
Merethif
I haven't done any testing so

I haven't done any testing so far, but I suspect Pit Boss and Yesman have more HP then regular Devilite. I think it's like Devilite < Pit Boss < Yesman, but it's just an intuition. I'll try to confirm it as soon as got to the next Devilish Drudgery.

Wed, 02/22/2012 - 18:36
#5
Otaia's picture
Otaia
@Knited: I'll get to bosses

@Knited: I'll get to bosses when I get a chance, but it'll take a while to get enough numbers. I tried testing in FSC but it seems like the Slag Walkers have a lot more HP than the Gun Puppies so either the Slag Walkers have bonus HP or the Gun Puppies have reduced HP or enemies in boss stratums just have a customized HP value.

@Xplad: Thanks, I guess that's like a "Depth 0" HP.

@Merethif: Yesmen and Pit Bosses definitely have more HP than Devilites. May be hard to test because of the way they shift back and forth and how the Yesmen heal.

Sat, 03/10/2012 - 12:22
#6
Knited's picture
Knited
.

I'm not sure how helpful this is, but a FF charge with max damage is enough to kill a trojan in d24 and d25 of FSC while soloing (assuming the trojan takes all the hits from the charge). In d26 and d27, the charge (with max damage again) plus one additional FF swing kills a trojan.

EDIT: Did some looking with FF charge against a trojan. In d25, the charge did 552+552+599 = 1703 and in d27 584+584+633=1801, so (based on the HP values) a trojan seems to have twice as much HP as a normal monster.

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