The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Revelations (AB+ only)
Darkpixel 2 Jan, 2019 @ 11:58am
How to remove health scaling
As we all know, non-stage-based health-scaling and boss armor is the worst mechanic introduced to isaac. It prioritizes defensive items, and breaks isaac's learning curve (initally only beat hard portions of game with breaking runs, but be able to beat that section on less and less good runs every time.) Unfortunately, we can not do anything about it in the base game. However, we can edit the lua files of mods. So, i'll be teaching you all today how to remove that mechanic from everyone's favorite mod, Revelations.

first go to Documents\My games\Binding of Isaac Afterbirth+ Mods\revelations_1536643474\lua\revel1\bosses

then go into every file and delete any lines that include "npc.MaxHitPoints" and "REVEL.player" in the same bit of logic.

For example:

--npc.MaxHitPoints = math.max(npc.MaxHitPoints, REVEL.EstimateDPS(REVEL.player) * 15)

Then go to Documents\My games\Binding of Isaac Afterbirth+ Mods\revelations_1536643474\lua\revel2\bosses

and do the same.

Congratulations, you may now play Revelations without getting flashbacks of Hush, Ultra Greed, or Delerium.
Last edited by Darkpixel; 2 Jan, 2019 @ 12:01pm
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Showing 1-11 of 11 comments
Piber 2 Jan, 2019 @ 12:10pm 
id rather people tell us when this system breaks. this health scaling is meant to make fights take the same amount of time regardless of what loadout you have, and the system is not the same as afterbirth's crappy health scaling used by hush, ultra greed, and delirium.

by doing this you break the mod, bosses and some important things die way too quickly, and you never get to experience the boss fully.
Darkpixel 2 Jan, 2019 @ 12:12pm 
Originally posted by piber20:
id rather people tell us when this system breaks. this health scaling is meant to make fights take the same amount of time regardless of what loadout you have, and the system is not the same as afterbirth's crappy health scaling used by hush, ultra greed, and delirium.

by doing this you break the mod, bosses and some important things die way too quickly, and you never get to experience the boss fully.
If they die too quickly on a normal run I can just raise their base hp, it's not as bad as afterbirth's, true, but it still hampers the experience.
Last edited by Darkpixel; 2 Jan, 2019 @ 12:15pm
Piber 2 Jan, 2019 @ 4:27pm 
if you feel bosses die too fast without the scaling in normal non-breaking runs then feel free to mention what sort of changes you make to their base hp, it could still be helpful for us.

in non breaking runs where you're not extremely overpowered the health scaling will not have as much of an effect, or at least shouldnt. the health scaling only goes into effect if it is determined that the fight could be much shorter than intended, or at least im pretty sure this is how it works
Last edited by Piber; 2 Jan, 2019 @ 4:28pm
UsedC 21 Jan, 2019 @ 9:24am 
Oh, man, you are a saint!
Piber 21 Jan, 2019 @ 4:56pm 
the boss scaling will get some fixes in the sin update
Darkpixel 4 Feb, 2019 @ 2:39pm 
I notices that, unless I missed something in the files, aragnid is the only ch2 boss to have health scaling, is that correct?
Piber 4 Feb, 2019 @ 2:48pm 
no, you missed something pretty big.
Piber 4 Feb, 2019 @ 2:51pm 
also, we've fixed a lot of issues with health scaling for the sin update. i suggest you at least give it another chance once it's released, many problems with fights taking too long shouldnt happen anymore.

fights taking too long was never the intent of the system, it was meant to make sure theres a minimum amount of time that you fight the boss, around 20 seconds or so, so you can see the boss in action and to prevent broken synergies like ipecac + dr fetus from instantly killing our bosses.
Patatifique 27 Jun, 2019 @ 3:41am 
Life scaling makes it so you litterlay can't kill boss if you have Ipecac. It also makes it so that cave level ennemies can have more hp than the lamb, if I have a broken run, I wan't to experience it, it's dumb to have to spent 5 minutes in a boss room while every boss before and after will get killed in seconds. It breaks the flow of the game, makes no sense flavor-wise and I'm glad I have an option to disable it.
Piber 27 Jun, 2019 @ 4:01am 
give it another chance, we fixed a lot of issues with it in the recent updates
Patatifique 27 Jun, 2019 @ 4:36am 
It was activated until now, even with the latest update, I think ultimatly the idea is flawed (not the execution). I think an option to disable it would be nice, until then I'll have to use this method which is a shame, the mod is otherwise great
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