Bosses Data
Boss power and HP scaling data, nested by StageType. Defines the stat curves for bosses across every game mode, from Main campaign to Raid and Bounty Hunt.
Table Structure
TableDataManager.boss_dict
Struct
GeneralContentsBossTable (value type)
Dictionary
Nested by StageType — outer key groups bosses by game mode
Records
~9,000 entries across all modes and levels
The boss table is one of the largest data tables. It stores per-level boss statistics
for each game mode. The nesting by StageType means each mode has its own
independent boss scaling curve, allowing the same boss entity to have different stats
in Main vs. Chronos vs. Raid.
Key Fields
Boss stats| Field | Type | Notes |
|---|---|---|
ID | int | Primary key within the boss table |
eStageType | StageType | Game mode this boss entry belongs to |
iLevel | int | Boss level (determines scaling) |
fMaxHPQuotient / iMaxHPExponent | float / int | Boss HP = quotient × 10^exponent (offsets 0x18/0x1C) |
fPowerQuotient / iPowerExponent | float / int | Boss ATK power (NumberUnit encoding) |
iSkillID | int | Boss skill ID (offset 0x20) — single int, not a list |
StageType Nesting
Boss records are partitioned by game mode. This means a boss at the same level can appear in multiple modes with completely different stats:
With 9,000 records, the boss table likely covers hundreds of levels per mode. Boss HP and power scale exponentially, using the same quotient/exponent encoding as ship stats.
- Does the boss
iSkillIDchange at certain level thresholds, or is it fixed per boss? - Is the boss HP/Power scaling purely exponential, or are there breakpoints where the curve changes?
- How does
GeneralContentsBossTablerelate to mini-bosses vs. main bosses? - Are there boss-specific mechanics (enrage timers, phase transitions) encoded in this table?