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Difficulty Settings Differences


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#1
OJSTheJuice

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After scouring the internet, I haven't been able to find any documentation on what the difficulty settings actually change. 

 

I am wondering what actually happens when you change the difficulty. Does the AI get smarter? Have guard/barrier/more abilities? Or is the only change in that of enemy health etc. 

 

If someone could shed some light on the mechanics of the difficulty setting I would be very greatful. 



#2
Mike3207

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When an enemy attacks a party  member, the enemy armor penetration factor in combat damage is increased, as follows:

 

armor_multiplier: Used to normalize the armor values of party members to variations in enemy damage output across different difficulties. The possible values are:

  • Casual: 65%
  • Normal: 100%
  • Hard: 140%
  • Nightmare: 200%

 

Damage versus party members is increased directly, as well:

  • difficulty_bonus: Bonus applied based on difficulty level. The possible values are:
    • Casual: -35%
    • Normal: 0%
    • Hard: 40%
    • Nightmare: 100%

 

Maximum health of enemies is also increased, but I don't have values for that.

 

Finally, some abilities, like guard generation and barrier generation are enabled in Nightmare. Not sure if they are enabled at lower difficulties.

 

 

All thanks to Papa Charlie, because nothing on the wikia:

 

You also get a couple of nifty achievements for beating the game at harder difficulties.


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#3
OJSTheJuice

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Thanks to you and Papa Charlie. I'm surprised that there's so little on this, considering the wiki entries on difficulty for DAO and DA2 are pretty clear.



#4
PapaCharlie9

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The guide that all came from:

 

https://forum.biowar...mbat-mechanics/

 

I answered you on Reddit too, but I forgot about the armor adjustment. I still think there is a health adjustment too, but I'm going to have to prove that to myself with some tests.


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#5
Mike3207

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Where in the mechanics thread is it listed about difficulties? I just saw a little bit about Guard.

 

NM, see a bit in the damage formula.



#6
PapaCharlie9

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Where in the mechanics thread is it listed about difficulties? I just saw a little bit about Guard.

 

Open the "Damage Calculation" spoiler.



#7
PapaCharlie9

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Okay, I just did a quick test with Hivernal, the Level 19 dragon in Emprise du Lion
 
 
Difficulty              Max Health      Armor           % relative to Normal
----------              ----------      -----           --------------------
Casual                  199816          59              96%
Normal                  207873          59              100%
Hard                    217081          59              105%
Nightmare               226288          59              109%

Nightmare/Even Ground   311541          72              150% (but note that XP level increased to 23)
I used my Archer Artificer at XP level 23 for this experiment, so Even Ground brought Hivernal up to that level. The Percentages look to be roughly +/-5% per difficulty level, except for Even Ground.

WARNING: This is only one data point and a boss enemy at that, so any assumptions about difficulty differences need to be confirmed with many other enemies.
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#8
OJSTheJuice

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I did some testing in the Emerald Graves, and health seems to vary for different types of enemies. I've included my figures in this document, but the short of it is that "easy" mobs have a ~80% increase, "medium" mobs have a 40-50% increases, and the one elite I tested, the giant, had a 20% health increase.

 

While it's not in the table, armor seems to stay consistent, in line with your dragon test. 



#9
Brother Juniper

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I believe Nightmare also gives you higher-level and more enemies, meaning you gain experience faster. I also wonder if Nightmare gives you more promoted enemies which would result in more cool trial rewards.



#10
PapaCharlie9

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I did some testing in the Emerald Graves, and health seems to vary for different types of enemies. I've included my figures in this document, but the short of it is that "easy" mobs have a ~80% increase, "medium" mobs have a 40-50% increases, and the one elite I tested, the giant, had a 20% health increase.
 
While it's not in the table, armor seems to stay consistent, in line with your dragon test.


Wow, that's great!

But I'm a bit surprised by those numbers. Did you have any Trials enabled? You mentioned an elite giant, which suggests Trials. Ideally, we need numbers with no Trials enabled, since we know that Trials completely break the normal curve for everything having to do with enemies. If Walk Softly is enabled, some of the enemy values are randomized, so one wolf might have a different value than the next wolf.

If Trials were enabled, any chance you could redo with all Trials disabled? If not, maybe at least label the tab in the spreadsheet with what Trials were enabled?

#11
PapaCharlie9

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I believe Nightmare also gives you higher-level and more enemies, meaning you gain experience faster. I also wonder if Nightmare gives you more promoted enemies which would result in more cool trial rewards.

Effectively, yes, since without Trials you get more enemies in a mob in any case. Promotion is rolled per enemy, so the more enemies you start with, the more likely you'll have more promotions.
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#12
OJSTheJuice

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Believe me, I was surprised as surprised as you are. This is all without trials of any sort. I also made a point when collecting the data to check multiples of the same mob, and there doesn't seem to be any health variation for a given mob at a given level. 

 

What I meant by elite was the in game classification of normal, elite, and boss. It seems to me that the range health gain is partially dependent on the specific class of mob that is being affected. Additionally, some of the mobs have the same health scaling.

 

I added a bunch more entries, did some more formatting, and the patterns are a lot easier to see now. 


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#13
PapaCharlie9

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Believe me, I was surprised as surprised as you are. This is all without trials of any sort. I also made a point when collecting the data to check multiples of the same mob, and there doesn't seem to be any health variation for a given mob at a given level. 
 
What I meant by elite was the in game classification of normal, elite, and boss. It seems to me that the range health gain is partially dependent on the specific class of mob that is being affected. Additionally, some of the mobs have the same health scaling.
 
I added a bunch more entries, did some more formatting, and the patterns are a lot easier to see now.


That's fantastic! It would be great if you could post the link to the sheet as a reply to the Combat guide:

https://forum.biowar...mbat-mechanics/

Thanks!

Taking a snapshot, for posterity and ease of reference.
 
Name                           Level   Casual  Normal  Hard    Nightmare NM/NO  HD/NO
Giant                          19      42435   46504   51154   55805     20%    10%
Quillback                      11      6218    7182    8140    9097      27%    13%
Wyvern                         19      15404   17439   19764   22089     27%    13%
Gurngut (JoH)                  21      18190   20592   23338   26083     27%    13%
Bronto                         19      9591    11626   13951   16276     40%    20%
Gurn                           19      9591    11626   13951   16276     40%    20%
Pride Demon                    19      9591    11626   13951   16276     40%    20%
Bogfisher (JoH)                21      11326   13728   16474   19219     40%    20%
Pride Demon                    16      7072    8572    10286   12001     40%    20%
Venatori Brute                 19      8138    10173   12498   14823     46%    23%
Fear Demon                     21      9610    12012   14758   17503     46%    23%
Greater Terror                 19      6685    8720    11045   13370     53%    27%
Lessor Terror                  19      6685    8720    11045   13370     53%    27%
Rage Demon                     19      6685    8720    11045   13370     53%    27%
Red Templar Behemoth           19      6685    8720    11045   13370     53%    27%
Rage Demon                     15      4455    5811    7361    8910      53%    27%
Red Templar Knight             19      5232    7266    9591    11917     64%    32%
Venatori Gladiator (w/Shield)  19      5232    7266    9591    11917     64%    32%
Red Templar Shadow             19      4941    6976    9301    11626     67%    33%
Greater Shade                  21      5148    7550    10296   13042     73%    36%
Tusket (JoH)                   21      4805    7207    9953    12698     76%    38%
August Ram                     15      630     969     1356    1743      80%    40%
Nug                            15      126     194     271     349       80%    40%
Tusket                         15      126     194     271     349       80%    40%
Wraith                         19      1322    2035    2848    3662      80%    40%
White Claw Raider              11      1167    1796    2514    3232      80%    40%
Freemen Sniper                 15      1889    2906    4068    5230      80%    40%
White Claw Raider Escort       11      1556    2394    3352    4309      80%    40%
Despair Demon                  19      3778    5813    8138    10463     80%    40%
Poison Spider                  19      3778    5813    8138    10463     80%    40%
Red Templar                    19      3778    5813    8138    10463     80%    40%
Lurker                         19      3778    5813    8138    10463     80%    40%
Freemen Infliltrator           15      2518    3874    5424    6973      80%    40%
Despair Demon                  15      2518    3874    5424    6973      80%    40%
Despair Demon                  21      4462    6864    9610    12355     80%    40%
Poison Spider (JoH)            21      4462    6864    9610    12355     80%    40%
Fennec                         1       55      85      119     153       80%    40%
Red Templar Marksman           19      2834    4360    6104    7848      80%    40%
Venatori Marksman              19      2834    4360    6104    7848      80%    40%
Wraith                         15      881     1356    1898    2441      80%    40%
Wraith                         21      1562    2402    3363    4324      80%    40%
August Ram                     19      945     1453    2035    2616      80%    40%


#14
Arvaarad

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Finally, some abilities, like guard generation and barrier generation are enabled in Nightmare. Not sure if they are enabled at lower difficulties.

When Jaws of Hakkon came out, I recall people mentioning that Guard Breaker and Barrier Breaker didn't appear on lower difficulties (I know they show up on Nightmare, don't know about Hard). So enemies also get better at destroying guard/barrier. If anyone has a lower-difficulty save of JoH, most of the Hakkonite groups had at least one person with a breaker ability, so it should be easy to check. If present, Guard Breaker or Barrier Breaker will appear in their tac-cam tooltip.

IIRC, some of the post-JoH enemies had the breaker abilities as well, don't know if they also followed that pattern.