> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rpgmobs.frotty27.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Stats

> Tuning health and damage scaling for each Elite tier.

`stats.yml` controls the core combat numbers. This is where you adjust how much health elites have and how hard they hit.

All stat settings can be overridden per-world via the [overlay system](/config/instances).

## Health Scaling

Each tier has a health multiplier applied to the mob's base health. A value of `1.0` means vanilla health (no change), `2.0` means double, and `0.5` means half.

```yaml theme={null}
Health:
  enableMobHealthScaling: true
  mobHealthMultiplierPerTier:
    - 0.3   # Tier 1  -  30% of base health
    - 0.6   # Tier 2  -  60% of base health
    - 1.1   # Tier 3  -  110% of base health
    - 1.8   # Tier 4  -  180% of base health
    - 2.6   # Tier 5  -  260% of base health
  mobHealthRandomVariance: 0.05
```

| Setting                      | What it does                                                                                                                                                 | Default   |
| :--------------------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------- | :-------- |
| `enableMobHealthScaling`     | Toggle health scaling on or off. Set to `false` to give all elites their normal vanilla health. Can be overridden per-world.                                 | `true`    |
| `mobHealthMultiplierPerTier` | Health multiplier for each tier. `1.0` = vanilla health, `2.0` = double, `0.5` = half.                                                                       | See above |
| `mobHealthRandomVariance`    | Adds a random offset to each mob's health multiplier on spawn. `0.05` means health varies by +/-5%, so no two elites of the same tier have identical health. | `0.05`    |

**Tip:** If Tier 1 elites feel too similar to regular mobs, raise the first value to `0.5`. If Tier 5 elites are too spongy, lower the last value.

## Damage Scaling

Controls how much damage elites deal relative to their base attack.

```yaml theme={null}
Damage:
  enableMobDamageMultiplier: true
  mobDamageMultiplierPerTier:
    - 0.6   # Tier 1  -  60% of base damage (weaker than vanilla)
    - 1.1   # Tier 2  -  110% of base damage
    - 1.6   # Tier 3  -  160% of base damage
    - 2.1   # Tier 4  -  210% of base damage
    - 2.6   # Tier 5  -  260% of base damage
  mobDamageRandomVariance: 0.05
```

| Setting                      | What it does                                                                                             | Default   |
| :--------------------------- | :------------------------------------------------------------------------------------------------------- | :-------- |
| `enableMobDamageMultiplier`  | Toggle damage scaling on or off. Can be overridden per-world.                                            | `true`    |
| `mobDamageMultiplierPerTier` | Damage multiplier for each tier. Values below `1.0` make mobs weaker than vanilla.                       | See above |
| `mobDamageRandomVariance`    | Adds a random offset to each hit. `0.05` means damage varies by +/-5%, so combat feels less predictable. | `0.05`    |

**Tip:** If players are getting one-shot by Tier 5 mobs, lower the last damage value to `2.0`. If Tier 1 feels too easy, raise the first value above `1.0`.
