Quote Originally Posted by Vahlnir View Post
You don't completely understand what I'm saying then. It continues to scale upwards as more players join in, but eventually there is a cap. It's just usually pretty dang high. The HP does change dynamically. It just doesn't go lower. It only goes higher...to a certain point. Perhaps I didn't clarify it too well, but here it is.
It would help if FF14 showed you the actual HP of your targets, as opposed to just the percentage.

The way scaling works for high value targets in WoW is very simple, logical, and easy to understand, especially since WoW doesn't hide the target HP like FF14 does.

For example:
In WoW a high value mob (Say, a named enemy commander) that you need to kill for a quest might have 20k HP. You open fire and burn him down to 10k/20k HP (50% health). At that point another player jumps in and engages the mob. The mob's health might change to 17.5k/35k HP (50% health). The max health goes up, the current health goes up in proportion to the percentage, and the percentage stays the same when another player jumps in. Additional players will increase the target's health further, up to a limit.

Also in WoW there are world bosses (Basically raid-size boss FATEs, but on a weekly loot lockout), scaled from 10 to 40 players. A world boss might spawn with 5 million max HP, which would stay at 5 million for the first 10 players, but when the 11th player jumps in, the boss's health will start to scale up, up to 20 million for 40 players.

All this is clearly visible, since WoW shows target HP upfront and doesn't hide it.