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.

9,000 records GeneralContentsBossTable v1.1.80

Table Structure

Source 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
FieldTypeNotes
IDintPrimary key within the boss table
eStageTypeStageTypeGame mode this boss entry belongs to
iLevelintBoss level (determines scaling)
fMaxHPQuotient / iMaxHPExponentfloat / intBoss HP = quotient × 10^exponent (offsets 0x18/0x1C)
fPowerQuotient / iPowerExponentfloat / intBoss ATK power (NumberUnit encoding)
iSkillIDintBoss 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:

boss_dict[StageType.Main] Main campaign bosses
boss_dict[StageType.Chronos] Chronos mode bosses
boss_dict[StageType.Raid] Raid bosses (significantly higher stats)
Note

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.

Open Questions
  • Does the boss iSkillID change 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 GeneralContentsBossTable relate to mini-bosses vs. main bosses?
  • Are there boss-specific mechanics (enrage timers, phase transitions) encoded in this table?