Thought I would do so testing on the PTR to see what the HP scaling was like for Ghom and Diablo along with other bosses on Inferno to be added at a later date. I also took the amount from Live (1.0.4) for an easier Reference. Feel Free to add more Bosses to this thread.
Please Note this was based on one player! and you should add 70% to the totals for each additional player that joins the game (Max 210% for a full party)
People have been asking me about this and wasn't sure the best way to look into it, I didn't even think of bosses... Probably because I don't know if I'd survive long enough to get to many of them on MP10 hehe.
I'd be interested to see what you come up with, I might do some tests on normal monsters and if/when I do, I'd be happy to come back here with the data.
I ran some of the numbers in Excel just to see with your data. Looks like the increase is very easy to predict with these boss numbers, they equaled out perfectly.
The formulas were pretty simple, but someone should double check I got this right as it's been awhile since I worked with percentages. It looks like the HP increase goes down a little bit per MP but then jumps up a massive amount at MP10. 75% increase in HP values from MP9 to MP10. That's impressive.
Examples:
Increase from base (MP0) to MP10 is =(MP10 HP / MP0 HP) - 1
Increase from MP9 to MP10 is =(MP10 HP / MP9 HP)- 1
So what kind of stats are people seeing success on in MP10 for all the classes?
I went in to try it out with 80k dps and 6% Life steal. I knew I couldn't do it but I did figure out that I have no problems clearing power level 6-7.
The impression that I had doing MP10 is that it is for a party of 4 that is geared. Do monsters gain more HP when you have a group?
Any thoughts?
The way it works as above, is that it adds another 70% to the base figure for every player that joins the game so in theory at MP10 Diablo on Inferno would have 257,601,872 HP Plus 70% Times 3 (210%) which would = 798,565,803 HP if I have done the maths right.
Based on your added Leoric numbers, I estimate his MP 10 HP value to be 193,196,863.
His data is very unique and shows us what happens to Act 1 monsters, proving the jump to mlvl 63. His HP eclipses Ghom even though he's in an earlier act. (UPDATE: My raw HP graph appears off, think I used the wrong settingFIXED)
As you can see from the graphs, the increase from Base HP is HUGE becuase of the jump from level 61 to level 63 combined with the Monster Power HP increase. While the numbers are larger, the curve is the same and the jump in HP per monster level (aside from the initial jump at MP1) are all the same. I'd like to say we have our verified increase for act 3/4 Q.E.D. would just like to see more data from act 1 and some from act 2 to see if the jump to MP1 is the same value.
Added a few more bosses to the table unfortunately Belial Isn't an option, since you need to get him to phase 2 before you can see how many hit points he has and I doubt ill make it past MP3.
lol SK has more HP than Azmodan
i really hope someone reported that to Blizzard and they fix this mess
While Azmodan is pretty low on the difficulty meter, once he starts making pools you have to run around quite a bit more than you ever really have to on SK. You also have to dodge the fireballs and lazors, whereas SK only the windup swing presents any real threat. A lot more DPS time = shorter/easier fight even with higher HP.
Just added Siegebreaker to the list and to my surprise his HP scales exactly the same as Azmodan from Live (1.0.4) to MP0 - MP10 as where Ghom only did this from MP0 - MP4.
Just added Siegebreaker to the list and to my surprise his HP scales exactly the same as Azmodan from Live (1.0.4) to MP0 - MP10 as where Ghom only did this from MP0 - MP4.
Interesting data. Looks like we won't get the information from the bosses that I thought we would. It seems their HP values have been set in a very deliberate manner. As you mentioned Azmodan and Siegebreaker are identical and Leoric not only passes Ghom in HP, he has an odd relationship with the Butcher. Leoric has more HP than the Butcher on all MP except for 7, 8, and 9.
A look at the next chart gives us a good glimpse at the comparisons now. Every Boss has a companion that was boosted the same amount in MP10. The most boosted monsters are the easiest, being the Butcher and Leoric. They are followed by a distant second by Maghda and Zoltun Kulle.
This last chart I think seems to be the most interesting. It looks like each boss's overall difficulty curve is set when the boss is put on MP1 and then is given a fairly linear HP boost per point of MP. Most bosses seem to get something along the lines of 40% HP gain per MP level up to MP10.
The exceptions here are Leoric, Ghom, and Diablo who all get a fairly sharp HP increase at MP10. Zoltun Kulle is the odd man out as most of his HP levels are uneven and seem to be very specifically set up.
Unfortunately it looks like this data isn't going to help us too much in determining normal monster HP gains. That's going to take some time due to the range of HP values that monsters can have...
This is excellent, thanks to everyone for all the data. I should be able to take out Mr. Big Mouth Diablo myself without too much difficulty on power 0
KageKaze's Charts part 1
KageKaze's Charts part 2
KageKaze's Charts part 3
Thought I would do so testing on the PTR to see what the HP scaling was like for Ghom and Diablo along with other bosses on Inferno to be added at a later date. I also took the amount from Live (1.0.4) for an easier Reference. Feel Free to add more Bosses to this thread.
Please Note this was based on one player! and you should add 70% to the totals for each additional player that joins the game (Max 210% for a full party)
Inferno Boss HP Table.
Act I
The Skeleton King:
Live (1.0.4) = 2,676,737
MP0 = 2,638,195
MP1 = 9,056,317
MP2 = 13,584,475
MP3 = 19,697,490
MP4 = 27,576,486
MP5 = 37,228,252
MP6 = 50,258,140
MP7 = 65,335,588
MP8 = 84,936,264
MP9 = 110,417,136
MP10 = 207,638,128
The Butcher:
Live (1.0.4) = 2,498,288
MP0 = 2,462,315
MP1 = 8,452,562
MP2 = 12,678,842
MP3 = 18,384,322
MP4 = 25,738,050
MP5 = 36,033,268
MP6 = 50,446,576
MP7 = 70,625,208
MP8 = 98,875,296
MP9 = 138,425,408
MP10 = 193,795,568
Act II
Maghda:
Live (1.0.4) = 1,199,252
MP0 = 805,762
MP1 = 1,811,263
MP2 = 2,716,894
MP3 = 3,939,497
MP4 = 5,515,296
MP5 = 7,721,414
MP6 = 10,809,981
MP7 = 15,133,973
MP8 = 21,187,562
MP9 = 29,662,586
MP10 = 41,527,620
Zoltun Kulle:
Live (1.0.4) = 2,599,761
MP0 = 1,735,222
MP1 = 3,866,895
MP2 = 5,876,226
MP3 = 8,534,281
MP4 = 12,100,620
MP5 = 16,691,485
MP6 = 23,511,744
MP7 = 32,916,788
MP8 = 46,429,656
MP9 = 65,180,196
MP10 = 89,596,368
Act III
Ghom:
Live (1.0.4) = 7,776,220
MP0 = 4,025,029
MP1 = 6,037,544
MP2 = 9,056,316
MP3 = 13,131,658
MP4 = 18,384,322
MP5 = 24,818,832
MP6 = 33,505,424
MP7 = 43,557,052
MP8 = 56,624,168
MP9 = 73,611,416
MP10 = 128,800,936
Seigebreaker:
Live (1.0.4) = 7,403,220
MP0 = 4,025,029
MP1 = 6,037,544
MP2 = 9,056,316
MP3 = 13,131,658
MP4 = 18,384,322
MP5 = 25,738,048
MP6 = 36,033,268
MP7 = 50,446,580
MP8 = 70,625,208
MP9 = 98,875,288
MP10 = 138,425,408
Azmodan:
Live (1.0.4) = 7,403,220
MP0 = 4,025,029
MP1 = 6,037,544
MP2 = 9,056,316
MP3 = 13,131,658
MP4 = 18,384,322
MP5 = 25,738,048
MP6 = 36,033,268
MP7 = 50,446,580
MP8 = 70,625,208
MP9 = 98,875,288
MP10 = 138,425,408
Act IV
Diablo:
Live (1.0.4) = 14,806,440
MP0 = 8,050,058
MP1 = 12,075,088
MP2 = 18,112,632
MP3 = 26,263,316
MP4 = 36,768,644
MP5 = 49,637,644
MP6 = 67,010,848
MP7 = 87,114,104
MP8 = 113,248,336
MP9 = 147,222,832
MP10 = 257,601,872
I'd be interested to see what you come up with, I might do some tests on normal monsters and if/when I do, I'd be happy to come back here with the data.
I went in to try it out with 80k dps and 6% Life steal. I knew I couldn't do it but I did figure out that I have no problems clearing power level 6-7.
The impression that I had doing MP10 is that it is for a party of 4 that is geared. Do monsters gain more HP when you have a group?
Any thoughts?
The formulas were pretty simple, but someone should double check I got this right as it's been awhile since I worked with percentages. It looks like the HP increase goes down a little bit per MP but then jumps up a massive amount at MP10. 75% increase in HP values from MP9 to MP10. That's impressive.
Examples:
Increase from base (MP0) to MP10 is =(MP10 HP / MP0 HP) - 1
Increase from MP9 to MP10 is =(MP10 HP / MP9 HP)- 1
For those who are more visual, here's some graphs
So what kind of stats are people seeing success on in MP10 for all the classes?
I went in to try it out with 80k dps and 6% Life steal. I knew I couldn't do it but I did figure out that I have no problems clearing power level 6-7.
The impression that I had doing MP10 is that it is for a party of 4 that is geared. Do monsters gain more HP when you have a group?
Any thoughts?
The way it works as above, is that it adds another 70% to the base figure for every player that joins the game so in theory at MP10 Diablo on Inferno would have 257,601,872 HP Plus 70% Times 3 (210%) which would = 798,565,803 HP if I have done the maths right.
His data is very unique and shows us what happens to Act 1 monsters, proving the jump to mlvl 63. His HP eclipses Ghom even though he's in an earlier act. (UPDATE:
My raw HP graph appears off, think I used the wrong settingFIXED)As you can see from the graphs, the increase from Base HP is HUGE becuase of the jump from level 61 to level 63 combined with the Monster Power HP increase. While the numbers are larger, the curve is the same and the jump in HP per monster level (aside from the initial jump at MP1) are all the same. I'd like to say we have our verified increase for act 3/4 Q.E.D. would just like to see more data from act 1 and some from act 2 to see if the jump to MP1 is the same value.
The error is to think that a linear increase in health is a linear increase in difficulty.
also someone talked about the mf bonus applied by the MP, is it known or just guessed ?
sorry for going a little offtopic
While Azmodan is pretty low on the difficulty meter, once he starts making pools you have to run around quite a bit more than you ever really have to on SK. You also have to dodge the fireballs and lazors, whereas SK only the windup swing presents any real threat. A lot more DPS time = shorter/easier fight even with higher HP.
You're looking for this thread here:
http://www.diablofans.com/topic/72054-monster-power-all-values-and-benefits-for-all-difficulties-mf-gf-xp-and-ilvl/
It's been knocked off the front forum page so I can see how it might have been missed.
btw there's still not even speculation on regular/elite/rare mob's hp, right ?
Interesting data. Looks like we won't get the information from the bosses that I thought we would. It seems their HP values have been set in a very deliberate manner. As you mentioned Azmodan and Siegebreaker are identical and Leoric not only passes Ghom in HP, he has an odd relationship with the Butcher. Leoric has more HP than the Butcher on all MP except for 7, 8, and 9.
A look at the next chart gives us a good glimpse at the comparisons now. Every Boss has a companion that was boosted the same amount in MP10. The most boosted monsters are the easiest, being the Butcher and Leoric. They are followed by a distant second by Maghda and Zoltun Kulle.
This last chart I think seems to be the most interesting. It looks like each boss's overall difficulty curve is set when the boss is put on MP1 and then is given a fairly linear HP boost per point of MP. Most bosses seem to get something along the lines of 40% HP gain per MP level up to MP10.
The exceptions here are Leoric, Ghom, and Diablo who all get a fairly sharp HP increase at MP10. Zoltun Kulle is the odd man out as most of his HP levels are uneven and seem to be very specifically set up.
Unfortunately it looks like this data isn't going to help us too much in determining normal monster HP gains. That's going to take some time due to the range of HP values that monsters can have...
http://us.battle.net/d3/en/profile/EvilClown-1607/
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
Live is somewhere around MP2 or 3 for 1.0.5. The main reason for this is due to damage taking roughly a 25% nerf in inferno.