Long story short. Its to keep the NPCs from being trivial.
The modifiers are a side effect of making NPCs from âharderâ tribes more dangerous. From what Iâve been able to see, NPCs have a very basic set of stats. Basically everyone is like an exile you find in the noob river.
Then they add modifiers over them. There is modifiers for tier (1-4, and I think some other one, I donât exactly remember there). Modifiers for tribe (Forgotten Tribe, Black Hand, etc.). And some modifiers for specific named ones (the most infamous is the Arena Champion).
If they increase these modifiers, they also hit harder in the wild. In Beta I actually asked why they couldnât simply make all the modifiers 1.0 (effectively removing them) and making them based purely on the visible stats. And then boost what they get from the stats but standardize them.
They liked that idea, but the reason given for not doing it is because it would trivilize the NPCs in the wild. Basically Cimmerians and Relic Hunters would simply fold over like Exiles.
There is a way to divorce these stats. But its a ton of menial and time consuming work which is why it hasnât been done yet. Which is time spent away from other more important things.
But these modifiers, which you can see some of them in the pic you showed. Determine how much damage is applied, how much armor per grit they get, how much HP per vitality they get, and how much damage per strength/agility they do.
Now with all that said, Iâm going to say something that youâre probably not going to agree with. But these thralls being toned down was something that was asked about for a long while. Iâm going to use Dalansia Snowhunter as an example in the timeline since Iâm most experience with her stats over the years.
When she was first able to be thralled, she had no stats. Just HP and attacks and the Armor was whatever you put on her. So if you gave her a 50 damage weapon, it did 50 per swing as normal. During this time she has 750 health. With no levels to gain, she would never see more than 750 health.
Sometime later we got the ability to level our thralls. Thralls were boosted during this time. Now an average Dalansia had around 11,000-15,000 and sometimes even more HP. She also had a 4.7 melee damage modifier. That translates to a 4.7x bonus. It wasnât often to see her do 600-700 damage or more with heavy combos with a Sword of Crom.
There was an update between then and now that reduced thrall effectiveness. But it also reduced boss hp by 30-50% across the board. Dalansia was reduced to 2.21 melee modifier. Her health was also reduced to the 6,000-9,000 prior to 3.0.
Many of us giving feedback simply stated that was still far too much. They reduced it further in 3.0 to the values you see now. With values of around 3500-6000 for health and the 1.275 you see in the chart. The idea is the thrall isnât supposed to outdamage the player using them unless they use the Authority stat.
Dalansia Snowhunter and like tiered thralls are now minions of the player. I personally think they are where they need to be. The only complaint (and FC is very aware of this complaint) is that players cannot really see where their stats are coming from.
I do hope that the hidden modifiers are either displayed on the stat page. Or eliminated entirely and the visible stats have an effect that brings them up.
My suggestion was to have all stats, Strength, Agility, Vitiality, and Grit on thralls and followes give the exact same bonuses one for one. But stronger thralls would simply have higher stats and that is what makes them stronger. This way if you see a thrall with 45 strength and another with 34 strength, you know the 45 STR does more damage. No matter what thrall it is.
One of the examples I used to illustrate the issue I was looking to fix prior to 3.0 was comparing a Relic Hunter Treasure Seeker Archer to Freya. IF the RHTSA had 0 Accuracy, Freya would need 61 Accuracy to exceed the RHTSA damage by ONE point of damage using the exact same gear. Without having access to the wiki, admin commands, or the devkit, one would not have that knowledge.
This isnât as bad as it was prior to 3.0 since the modifiers were generally reduced, but they still play a major role. So hopefully they do put in the work needed to bring this stuff to light.
Iâm sorry that doesnât help with your issue with thralls not being as strong as youâd like them to be. But I do believe the thralls are fine as far as their levels of power against NPCs is. Between the Authority attribute and follower damage gear you can equip, you can get followers to do incredible amounts of damage. Even surpassing 3.0 if you choose to specialize.