Create enemy health, damage, defense, speed, XP, and rewards from player benchmarks and encounter goals.
Health starts from party DPS multiplied by target fight duration, then enemy type, difficulty, level, and party scaling are applied.
Sublinear party scaling avoids making every additional player feel like a full extra health bar while still increasing encounter durability.
Damage is derived from player health, target time-to-defeat, difficulty, enemy profile, and attack interval so the output reflects encounter pressure.
Boss profiles receive much higher health, increased damage and defense, stronger rewards, and a longer target encounter duration.
No. XP and gold values provide proportional starting points. Compare them with your progression curve, item prices, and expected encounters per level.