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Working as Designed Broken Journey Mode Enemy Health Scaling


Steam or GOG
Single Player/Multiplayer
Operating System
Windows 10
Terraria Version
Controls Used
Setting Enemy Difficulty to values between x1~x2 and x2~x3 results in strange health scaling.
Screenshots taken at x1.95 difficulty, as you can see bosses have more health than in master mode.



Brain of Cthulhu
Thanks for the report! This is intentional, and a side-effect of the way the Journey health scaling works. There are three pre-defined points (Normal, Expert, Master at 1x, 2x, 3x) where the enemy health/damage values are fixed to match their respective difficulty levels in a non-Journey game. Outside of Journey, health/damage is not a straight multiplier when going from Normal to Expert or Expert to Master.
However, the difficult settings in Journey (aside from the aforementioned points) are a straight multiplier. This means that inside Journey, you can set the multiplier to e.g. 1.9x and get enemies in Normal that are stronger than those in Expert (at 2x).


Official Terrarian
The expected behavior is that the change in enemy health is linear as you move the slider between each whole number. Boss health should scale smoothly between their health values at each difficulty tier. Visually representing difficulty as a linear slider, then having more health at a lower difficulty setting than a higher one is a bug. If it was meant to work the way it does now, there should have been a difficulty mode selection and an independent slider for additional scaling.
However, the difficult settings in Journey (aside from the aforementioned points) are a straight multiplier.
This is the bug. Individual boss scaling factors need to be taken into account or the numerical representation of difficulty is incorrect.
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