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Enemy Scaling & TTK

verified 2026-07-17 · MythFall systems

MythFall designs enemy toughness around a target time-to-kill (TTK) in seconds rather than hand-placed HP numbers - 20s for a normal mob, 60s for an Elite and 300s for a Boss at baseline, tightening dramatically on higher Dungeon difficulties.

Instead of authoring raw HP per enemy, MythFall's enemy_formulas define a target time-to-kill in seconds per encounter type and difficulty, then presumably derive final HP from that target plus a reference weapon damage baseline of 30 - though the exact formula bridging TTK to final HP was not extracted from the client (it's referenced only as an internal function), so this page documents the confirmed target-time inputs and scaling budgets, not a derived HP number.

Story and World content share one flat TTK table: Normal enemies are designed to die in 20 seconds, Elites in 60, and Bosses in 300 (5 minutes) - a 15x gap between a normal mob and a boss fight by design intent. Dungeons add four difficulty tiers on top of that same structure: Normal matches the Story/World baseline (20/60/300), Hard tightens it to 15/45/240, Nightmare to 10/30/180, and Insanity compresses it hardest to just 5/15/120 - a quarter of the baseline Normal TTK across the board. Whether that compression comes from tougher player damage output, weaker enemy HP, or both is not specified in the extracted formula labels; only the target-time table itself is documented.

Party size scales enemy stats through a per-encounter-type scalar applied for every player beyond a basePlayerCount of 1. Dungeon enemies scale ×0.7 per extra player, Boss encounters ×0.8, Mission Board content the gentlest at ×0.65, and StaggerBoss encounters (bosses built around dedicated multi-bar stagger phases) scale hardest at ×1.4 - meaning a stagger-focused boss fight gets substantially tougher with each additional player far faster than a normal dungeon clear does.

XP rewards scale with a documented xp_scaling_exponent of 1.05, a mild super-linear curve - each level of enemy is worth slightly more than proportionally more XP than the one below it, rather than a flat linear relationship. This pairs with the defense_ref curve documented on the Character Level & XP page (5 reference defense at level 1, climbing to 140 by level 100), which is the shared anchor both enemy and player defense scaling are measured against.

Details

Story / World TTKNormal 20s - Elite 60s - Boss 300s
Dungeon Normal TTKNormal 20s - Elite 60s - Boss 300s (matches Story/World)
Dungeon Hard TTKNormal 15s - Elite 45s - Boss 240s
Dungeon Nightmare TTKNormal 10s - Elite 30s - Boss 180s
Dungeon Insanity TTKNormal 5s - Elite 15s - Boss 120s
Party scaling per extra playerDungeon 0.7x - Boss 0.8x - MissionBoard 0.65x - StaggerBoss 1.4x
XP scaling exponent1.05 (mild super-linear growth per enemy level)
Baseline reference weapon damage30 (the damage figure TTK targets are presumably measured against)

FAQ

How does MythFall decide how tough an enemy is?

By target time-to-kill rather than a hand-set HP number: Normal mobs are designed around a 20-second kill, Elites 60 seconds, and Bosses a full 300 seconds (5 minutes) at baseline Story/World/Dungeon-Normal difficulty. The exact formula converting that target into final HP wasn't extracted from the client data.

What's the toughest Dungeon difficulty?

Insanity, by a wide margin - its TTK targets (5s/15s/120s) are a quarter of the baseline Normal difficulty across all three enemy tiers, versus Nightmare's roughly-half compression (10s/30s/180s) and Hard's milder tightening (15s/45s/240s).

Does bringing more players make enemies harder?

Yes, via a per-extra-player scalar that differs by encounter type: Dungeon fights scale gentlest relative to StaggerBoss encounters, which scale hardest (1.4x per extra player) - so a party stacking up for a stagger-phase boss fight faces a much steeper difficulty curve than the same party in a normal dungeon room.

Do higher-level enemies give proportionally more XP?

Slightly more than proportionally - the documented xp_scaling_exponent of 1.05 means enemy XP rewards grow a bit faster than a flat 1:1 relationship with level, though the effect is mild compared to the level and mastery XP curves.

Other systems

Source-checked

Extracted directly from Mythfall client data (formulas.json - enemy_formulas: ttk, party_scaling, xp_scaling_exponent). The formula bridging TTK targets to final HP was not decompiled from the client; only the documented target-time and scalar inputs are published here, cross-checked against the extraction team's own caveat that the HP-derivation formula is unconfirmed. updated · GuideDex staff. Report a correction.