Originally Posted by Echo123
Thank you for the explanation. Now I slowly understand what you wrote last time, about how both base and meta entries are taken into account while calculating final stats. It was a bit confusing for me at that time because I was new to it, but now I understand after reading your post. Anyways, I did some tests with different "vitality" values in the individual entry while still keeping the vitality 2000 in "hardcoreNPC". In rat's individual entry, I modified the vitality to -10K(lol), and now its down to 1 HP.

Good.

Be aware that any change of individual entries affects all difficulty modes while changing the 'meta entry' (HardcoreNPC, CasualNPC, etc., all those between the _Base entry and the _Hero entry at the top of the file) only affects the corresponding difficulty mode.

So, for all stats, add Vitality from the individual stat and Vitality from the meta entry and divide the result by 100. Then you have the value by which base HP is multiplied to get the final HP value.

This means that changing the meta entry to incredibly high values must be countered by changing the Vitality in individual stats by incredibly high negative values or you'll end up with absolutely crazy HP values.


You also saw the only existing limit, and that is not at the top but at the bottom: a character cannot have below 1 HP or negative values which would be the result when multiplying with a negative number.
(0 HP is probably the status 'DEAD' ;-)

(Well, technically there ARE limits of course dictated by the values that fit into an integer, but those values are so incredibly high compared to the used ingame values that it's not really worth mentioning;-)