No the Act Part does not limit attributes, attributes are scaled to the defined Act Part by an internal formula unknown to modders.

The only thing that limits attributes in the stat entry is that it is defined as a "Qualifier" according to Modifiers.txt and a "Qualifier" can have values from 1 through 10 (and the special value "None") as can be seen in ValueLists.txt

So attributes can have values from 1 to 10 in Character.txt to be valid. (And "None", which is a special case that probably brings the result to a real 0, because the used formulas probably cannot do that, as is the case with the weapon damage formulas where even Damage 0 and Damage Range 0 results in a damage different from 0.)

'Act Part' is the internal name for 'Level', internally, there is no 'Level', only an 'Act Part'. It does not matter at all, how it's called, Larian called it 'Act Part'.
The attributes you see in Character.txt are increased by the engine with some formula that has the value of the attribute and the level (Act Part) as parameters.
(As Abraxas said, this is the reason why the main companions, who all start at Level 3, have attributes each 1 more than the values defined in Character.txt.)
So what you see in Character.txt is not what the character finally has, because it's only a base value that is used to calculate the final real value.

HP is calculated from constitution for players, I cannot image this to be different for NPCs. But we neither know how an attribute entered in Character.txt increases with level, nor do we know, how the base HP is calculated from constitution.
The only thing that seems clear is that the value Vitality is used as a multiplier to those base HP. And it is a percentage. And the value from the stat entry and the one from the meta entry ("HardcoreNPC","CasualPlayer",etc.) are added, divided by 100 and then used as the multiplier for the resulting HP.

So what you changed should actually increase (most) NPC's HP by 1000% instead of the 100% that Baardvark entered in the field. I do not know if you want to fight enemies with ten times more HP than in standard.
If your game was a standard Tactician and you examined 428HP, the base HP of this mob should be around 356HP, because the standard Tactician HP multiplier for enemies is 1.2. With Baardvark's Scales that should become 356 * 2 == 712, and with your change it should be 356 * 11 = 3916.

Why you did not get the expected result must have another reason than limits, because there are no such limits, in fact a Vitality of 1000 is used in several places in stat files, almost all indestructible doors, chests, etc. use a Vitality 1000 in their stat entry.
And my test with 1000 Vitality in the meta entry showed exactly what was expected.
The Void Dragon has 'data "Vitality" "500"' in his stat entry, that will become 1500 with your change. He has only 5 constitution but that will be a lot more on level 20, which is the level defined for him.

It must have something to do with the 'testing environment' which is largely unknown to us.
As I said, if what you did was really the only change compared to a standard Tactician game, the HP value should have been MUCH higher.

Of course enemy HP would also increases if you increase mob level. This can in some cases done by increasing their 'level' (Act Part) in the stat entry but only works for enemies that do not have a manual level override. There are quite a few mobs that have level overrides in their object stats, which can be seen in the editor sidebar. Spawned mobs always use the level defined in Character.txt, but to find out which mobs get spawned, you'll have to fight your way through character scripts. Summons always use the level of the character that summoned them.

The easiest way to increase mob HP is the method you used, increasing Vitality in the meta entry. You only have to find why it did not work as expected for you.

My advice would be not to change attributes in the stats entries because that might have unforeseeable consequences, we have no knowledge of the formulas that calculate the real values used by the game. Better search for the real reason why your change did not work as expected. It's neither limits nor attributes nor Act Part.
(Well, indirectly, it could be Act Part, if some change, for whatever reason, managed to downlevel the mob to level 1. A single typo in any of the stat files can make a stat entry or a whole file be ignored and maybe even crash the game; a typo in the stat files manages to safely crash the editor on startup for sure. The game is a lot more robust than the editor and might simply ignore typos, throw away a stat entry and use default values, which could be '1' for the Act Part. I do not know how the game reacts to entries that have the Windows line ending CRLF instead of the UNIX line ending LF in stat entries. The CR would be a character you do not see in any text editor but it could make a difference. The standard text files for the game seem to use the UNIX line endings. A text editor might use a Windows line ending for changed lines if configured this way which could make lines unusable for the game. Only speculation though. But as said, it is highly unlikely that the 'error' lies in attributes or limits.)

Last edited by FrauBlake; 09/09/16 11:12 PM.