Talk:Enemy Level Scaling/@comment-90.222.86.59-20141130212300/@comment-20753550-20141206175018

The formulae can be applied to any specific enemy by inserting the base value of the stat into it (for health, armor and shield can be found in the codex and wiki), the base level (can be found in the wiki) and the current level at which you are comparing / for which you want to calculate the exact number. You can also read the values from the graphs above, as y-axis is just "times the base value".

For example, assume a corrupted heavy gunner at level 33. His base level is 8 so you have to check at 33-8=25 at the x-axis and read the y-value there, which is about 10. So you know that at level 33, he has about 10 times his base health (700), so about 7000 health.

Or you just put the base level, value and current level in the formula, as said. That would then be:

Current Health = 700 * ( 1 + ( 33 - 8 )^2 * 0.015 ) = 700 * ( 1 + 9.375 ) = 7262.5, 7263 after rounding, which is the exact value.

It is easier to handle if you make yourself an Excel / OpenOffice / Google spreadsheet with the formula, then just insert the values for the enemy you want to check on, so it outputs the current stat value automatically.

If you want to determine effective hitpoints, you not only have to take health and armor into consideration, but also the damage types you are dealing in their respective proportions. There is no general effective health, it depends on the attacking damage.

I am currently considering to make graphs for relevant enemies as you listed some, showing their effective hitpoints against each of the 13 damage types at each level, and put them into the articles of these respective enemies.

If you want to get deeper into how exactly the damage calculations work and how you can determine and compare the effectivity of different damage types at varying levels, I suggest reading the Armor article as well as the chapter in Damage on the actual calculation. I wrote both of these as well, it should help to get the big picture.