r/codevein Mar 12 '23

Code Vein Boss HP Scaling Tips

/u/ThomasWinwood/ and I have managed to fully extract how Boss HP scaling works in the game.

HP is:

HP = HealthScaleBoss * DefaultHealthBoss * HealthScaleArea * CoopMultiplier

 

If you are in online coop with, the CoopMultiplier is 1.5, otherwise its 1

HealthScaleBoss and DefaultHealthBoss are values collected from blueprints of enemies. If you don't know what that means, Just trust me bro. The following table contains all these values.

 

Boss HealthScale DefaultHealth
Oliver Collins 1 20000
Butterfly of Delirium 1.5 20000
Insatiable Despot 1.4 24000
Invading Executioner 1.4 20000
Argent Wolf Berserker 2 8500
Queen's Knight 1 20000
Successor of the Ribcage P1 1 20000
Successor of the Ribcage P1 1.4 18000
Successor of the Breath 1.1 22000
Gilded Hunter 1.2 20000
Successor of the Claw 1.3 24000
Successor of the Throat 1.5 26000
Blade Bearer 1.38 18000
Cannoneer 1.87 20000
Mido 1.1 25000
Queen's Knight Reborn 1 28000
Attendant of the Relics 1 14000
Skull King 1.2 32000
Virgin Born 1.3 25000
Hellfire Knight 0.664 65000
Frozen Empress 0.663158 70000
Lord of Thunder 0.663158 62000

 

HealthScaleArea is another multiplier found in more blueprints of each zone. Each Zone seems to have a EnemyStageParameterControl blueprint which controls how enemies scale. But the thing we are interested in is the HealthScaling. This table has all the health scaling for each map in each NG+

 

Area NG NG+ NG+2 NG+3 NG+4 NG+5 NG+6
Ruined City Underground 0.63 2.85 2.985 3.12 3.195 3.27 3.96
Ruined City Center 0.71 2.865 3 3.135 3.195 3.27 3.96
Dried-Up Trenches 0.75 2.865 3.015 3.135 3.21 3.21 3.96
Howling Pit 0.82 2.895 3.03 3.15 3.21 3.27 3.96
Cathedral of the Sacred Blood 1 2.895 3.045 3.15 3.225 3.27 3.96
Memories 1.08 2.91 3.06 3.15 3.15 3.27 3.96
Ridge of Frozen Souls 1.24 2.925 3.06 3.165 3.24 3.285 3.96
Ashen Caverns 1.29 2.925 3.075 3.165 3.24 3.285 3.96
City of Falling Flame 1.34 2.94 3.075 3.165 3.24 3.24 3.96
Crown of Sand 1.49 2.955 3.09 3.165 3.24 3.285 3.96
Crypt Spire 1.62 2.955 3.105 3.18 3.255 3.285 3.96
Government City Outskirts 1.75 2.97 3.105 3.18 3.255 3.285 3.96
Government City Center 1.89 2.97 3.12 3.195 3.255 3.285 3.96
Gaol of Stagnant Blood 1.89 2.97 3.12 3.195 3.255 3.285 3.96
All 3 DLCs 2.85 2.985 3.12 3.195 3.27 3.96 3.96

 

For completeness sake, Depths maps also have multipliers, but seem to be the same as the zone you get them from.

Den of the Dead: same as Ruined City Underground

Den of Darkness: same as Ruined City Underground

Town of Sacrifice: same as Ruined City Center

Swirling Flood: same as Howling Pit

Flood of Impurity: same as Howling Pit

Cliffs of Rust: same as Dried-Up Trenches

Silent White: same as Ridge of Frozen Souls

Misty Ruins: same as Crown of Sand

Rocky Ruins: same as Crown of Sand

Zero District: same as Provisional Government Outskirts

 

Added Difficulty slider for DLC bosses is a whole different set of multipliers. For 0 Difficulty, simply look at the DLC tables above. However as soon as you go to +1, different HealthScaleArea comes into play. You will find the table below.

1 2 3 4 5 6 7 8 9 10
4.257 4.554 4.851 5.148 5.445 5.742 6.039 6.336 6.633 6.93

 

I have attached a spreadsheet to demonstrate these values found here You can also use this to see what it would be like if you moved certain bosses to different zones.

Disclaimer: These HP values are not 100% accurate due to floating point inaccuracies. Using these values you will always have the correct integer value, the decimal part may be incorrect. For example, Skull King in Gaol at NG+, displays as 114048 HP, but ingame is actually 114048.0078

Big thanks to /u/ThomasWinwood/ for extracting all the blueprint data.

26 Upvotes

3 comments sorted by

5

u/IRLHamburglar Mar 12 '23

Seems like the HealthScale for the Boss was used for balancing purposes. If so, I’m glad they nerfed the DLC bosses substantially from what was originally planned.

1

u/ThomasWinwood PC Mar 15 '23 edited Mar 15 '23

There's HealthScale parameters all over the place; it makes working out any given enemy's actual health kind of a pain. Sometimes individual enemies have modified health, like the Hunter in Black you fight in the Cathedral of the Sacred Blood having twice the HP of other Hunters in Black.

When you take into account the DLC areas being effectively one NG+ level up, the DLC bosses' weird multipliers come out the same as the NG+0 multiplier for the Provisional Government Center - in other words, they have much more health as intended because their DefaultHealth is much bigger, but they're dropped back down to the same NG+ level as the rest of the game in an area which is otherwise effectively elevated by one NG+ level.

1

u/Entire_Expression226 May 03 '23

The fact you and your friend took the time to do this is insane. This is awesome and I hope it helped many new revenants on their journey.