Enemy balance pass: leaner trash, meaner notorious monsters

Ordinary enemies drop from 1.5x to 1.25x HP and the squad's HP scaling eases off at high level, so 60+ stops feeling like a bag of hit points. NMs keep their full 2x HP and pick up a 10% stat bump. Danger stays; sponge goes.

Around the 60s, ordinary enemies were starting to feel like bags of hit points. That is the one kind of difficulty this server is not interested in: FFXI's own math makes enemy HP climb steeply past level 50, and our flat multipliers were stacking on top of that curve. Long fight, no danger, no decision. This pass trims the sponge and spends the difficulty where you can feel it.

Ordinary enemies

  • Base HP goes from 1.5x to 1.25x retail. Every ordinary enemy, every level. Trash dies noticeably faster, and the higher you climb the more you will feel it.
  • Their swing rate, stats and TP habits are untouched — they still weaponskill half again as often as retail and still hit a little harder. The threat stays; the bar just stops being the whole fight.

Notorious monsters

  • NMs keep their full 2x HP. An NM is supposed to be the long fight, and it stays one.
  • NMs now get a 10% bump to all base stats, same as ordinary enemies have had since launch. They hit harder, land more, and resist more. Challenging and notorious, the way the name promises.

Squad scaling, re-cut

Enemies still grow for every trust in your party — stock trusts and alt-trusts both — but the numbers moved:

  • Ordinary enemies: +4% HP per trust (down from 10%), and that rate now tapers with enemy level: 4% below 50, easing down a step every ten levels to 1% at 100 and above. A full five-trust squad fights trash at about 1.45x its original HP in the dunes and about 1.30x at endgame, instead of the flat 2x it was.
  • NMs: +10% HP per trust, unchanged, at every level. Bring a full squad to a notorious fight and it is still a 2.5x monster.
  • Attack and accuracy: +2% per trust (down from 5%), for trash and NMs alike.

One thing deliberately did not change: your human party members never make enemies stronger. Only trusts count. Grouping with real people is strictly rewarded here, and passing on that rule was on purpose — again.

If a fight in game disagrees with the numbers on this page, say so; one of them is wrong and it usually gets fixed the same evening.

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