
LuniasM |
6 people marked this as a favorite. |

I took a look at each monster's HP, AC, TAC, saves, Perception, Stealth, attack bonus, damage, and save DCs. I still need to add the Save DCs of the lowest-level monsters, but everything else should be there. I have two tables - the first is just the raw averages, and the second is an attempt to remove any outliers (typically high or low HP, and Ooze AC / TAC).
There are a few things I should explain first:
* Whenever a creature would have a higher Stealth score due to terrain, I use the higher bonus.
* I do not include Persistent damage or Splash damage in my damage calculations.
* High-level averages are less accurate due to the lower number of high-level creatures available for the playtest. This is especially evident in the HP numbers around Level 16, which has a couple major outliers.
* Monsters with lower HP tend to have special defenses such as Fast Healing, Regeneration, and Resistance that balance their lower HP. NPCs tend to have lower HP and damage, but the rest of their numbers match up reasonably well.
If you find any errors, post them here and I'll update the spreadsheet.

LuniasM |

Other things I have noticed.
* Monster HP and AC values are very similar to the same values from the PF1 Monster Stats by CR table.
* Damage values do not vary too wildly from one creature to another within the same level.
* If a creature has multiple attacks I listed their most accurate attack under Attack 1 and either an appropriate Agile attack or Ranged attack second.
* Monsters with multiple different attacks may have varying attack bonuses, but usually no more than a 2-point variance.
* Many monsters have a Conditional bonus on saves against magic, meaning their actual save numbers may be higher in those cases.
* Stealth scores are typically very similar between creatures of the same level, but there are often creatures whose bonus is abnormally low for their level. At least 2 per level, from what I saw.
* If a space is blank, it can mean a number of things - either it doesn't apply (DCs primarily, but secondary attacks too), the value listed is likely wrong (Ancient dragons at high levels seem to lack scaling DCs on their spells atm), or it is missing (this is most common with Fist attacks at various points).

CommanderCoyler |
1 person marked this as a favorite. |
Excellent work!
I've done some analysis based on this.
Tables:
Top Left: The data LuniasM collected and averaged
Top Right: The difference between each stat and that stat at the level before. This should stay roughly the same for each stat.
Bottom Left: Removing level from the stats for the stats level directly affects for PCs. This should be the same all the way down, with maybe some jumps to show when PCs get improved equipment and proficiencies.
Bottom Right: The difference between each stat without level and that stat at the level before, again this should stay roughly the same.
It may be the sample size that's causing differences from what should be expected, or Paizo are not using unified maths for the stats. As said above: The stats that, for PCs, are affected by level should go up at the same rate in order to keep parity with PC stats

LuniasM |

I plan on adding a few more stats to the sheet in addition to the update on early-level DCs.
* Presence of Resistance/Weakness (1 if yes or 0 if no, averaged for %)
* Average Resistance
* Average Weakness
* Average Spell Damage (based on spells usable at-will if applicable)
* Average Difference between High and Low Saves
* Average Persistent Damage

LuniasM |

Updates:
*Added Level 0-2 ability DCs.
* Added four new stats - % of creatures with Weakness/Resistance and Average Weakness/Resistance.
Additional Notes:
* If a creature has different values for multiple weaknesses/resistances I use the average rather than picking one (Swarms commonly have both Resist 5 and Resist 2 for different types of weapon damage, for instance).
* Each of the new stats (% and value for Weakness and Resistance) starts low and trends higher as levels increase, but the low sample size causes these to fluctuate. The % value in particular is all over the place. Keep that in mind.
Observations:
* Of the Elementals and Dragons, those of the Fire element have a significant Weakness while those of the Water element have a modest Resistance. White dragons also have a significant Weakness to Fire.
* The most significant Weaknesses are usually seen on Demons, Devils, and Were-creatures, while the most significant Resistances are usually seen on Ghosts and Golems.
* Most creatures do not have a long list of resistances, unlike PF1 where it was common for high-level creatures to have a long list of strong resistances. That said, some creatures now have Resist All at high levels, which is rough.
* I have not seen a Resistance greater than 20 at any level, which is nice.
More to come.

LuniasM |

Update:
* Added an Average Persistent Damage column.
Notes:
* Persistent Damage is surprisingly uncommon - so much so that this data isn't actually very useful. That said, it was a pretty fast addition to the table, so I figured I'd go through with it once I noticed the trend.
Observations:
* Devils and Fire Elementals were the two creature types where Persistent Damage was the most common.
* Many creatures that deal Persistent Damage only do so on certain triggers - some activate on a crit, others have to target a creature with a specific debuff.
* Surprisingly, only one type of Dragon deals Persistent damage - Ancient Black Dragons. I also expected Sharks to deal Bleed damage, but couldn't find anything.

Nightwhisper |
I'd interested in seeing the following stats, not sure how easy they are to automate from the data you already have:
* Average for the highest save a creature has at a given level
* Average for the lowest save a creature has at a given level
Basically, looking to see what is the average advantage of being able to target different saves and choosing the right one.

LuniasM |

I'd interested in seeing the following stats, not sure how easy they are to automate from the data you already have:
* Average for the highest save a creature has at a given level
* Average for the lowest save a creature has at a given levelBasically, looking to see what is the average advantage of being able to target different saves and choosing the right one.
Not sure how I'd go about automating that, but since I already have the data it shouldn't be too difficult to add. I've been thinking about adding that anyway, so I'll make that the next thing I do.

LuniasM |

I figured out how to automate that. I also added an "Average Difference" column to make it easier to see how much of a benefit you can expect to see from good spell selection. Which reminds me, Conditional Bonus vs Magic was a thing I was planning on adding at some point but got lost by the wayside - that would be a good stat to have.

LuniasM |

This time, I've included a column detailing whether a creature has a conditional bonus to saves against magic or not (it was originally an "average bonus" column, but it turns out almost every creature only has a +1). This is to determine how often spells will have a harder time affecting creatures, but also to determine how useful the class feat Spell Penetration is. Turns out that, by the numbers, Spell Penetration is applicable in a majority of combats with creatures of Level 12 or higher.
In its current state, consider Spell Penetration as a +1 DC boost to all spells against most creatures at or above Level 12. That's actually pretty useful.

LuniasM |

Another user, Roonfizzle Garnackle, has been working on a tool that can be used to raise a creature's level based on the stats I've compiled here. v1.0 is available through the thread "But I need Monster Y with Level A to be Level A +4! (Tool)". I highly recommend checking this out, as a proper level adjustment tool could be very useful for designing high-level encounters in home games given the small set of options in the Playtest Bestiary.

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adresseno |

Very nice initiative, Sir!
I would suggest thought that you calculate some dispersion statistic like variance, standard deviation, etc, too. Knowing the dispersion may be useful if one is interested on infer patterns based on data. For instance, there is only one level 23 creature in the printed book, so no point on using average on it.