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=== Mob hit points === {{Cquote|It's worth noting that there are two different tables of NPC tuning that were used in the expansion. The first is a "normal" HP table that was an increase over past expansions, but it should be about what you're used to for normal difficulty increased between expansions. Eye balling it, it's about 20% up from CotF for tier 2 (Caverns of Endless Song, Brother Island), and another 20% for Tier 3 (Thulliasaur and Arx Mentis). The second table has double the normal HP and double the XP mod. As mentioned by other ins in the thread there many classes that have abilities that are better suited to longer fights, and wanted to make those more widely useful. Most zones have a majority of the normal monsters you're used to, with a sprinkling of the higher HP monsters usually distinguished by unique names or appearances. Tier 2 normal monsters have about 2.8M for base population with rares having about 10M. Tier 3 normal monsters have about 3.3M for base population with rares having about 14M. If you see something dramatically out of bounds from that then its probably an error.||| [https://forums.station.sony.com/eq/index.php?threads/just-because-we-are-all-thinking-it-mob-hps-in-tds.214729/page-2#post-3141100 Rytan, EQ Developer]}} {{Cquote|I should have also mentioned they do about 80% of the damage of a normal mob to somewhat mitigate the downsides of a longer fight.||| [https://forums.station.sony.com/eq/index.php?threads/just-because-we-are-all-thinking-it-mob-hps-in-tds.214729/page-2#post-3141143 Rytan, EQ Developer]}}
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