The world of Hyrule is a very dynamic place. Throughout your adventure, you'll notice that
several aspects of the land will change the further you progress, weak red enemies will
start turning blue, basic weapons will start transforming into more powerful varrients,
and these weapons will even start getting modifiers that will alter/buff the characteristics. Since there's really no clear explanation on
how or when exactly these things all change, a lot of players assume that this weapon and
enemy progression is tied to things like the main story progression, through shrines and
divine beasts. But in reality, the game determines all of
these factors through a hidden ranking system, where killing monsters nets imaginary experience
points, or XP to level up, and our current level of experience dictates what new tiers
of monsters and weapons spawn in the world. Given the fact that this system is completely
hidden from player sight, figuring out the exact details behind this system would be
nearly impossible by itself, but fortunately all of this research and discovery was made
possible due to a data mine by user leoetlino, which was used in the formation of this project. But the system isn't as cut and dry as you
would expect, as there a lot of rules in play that dictate things like which enemies level up - as you’ll still see base red variants among the stronger
ones in the late game. So today, we will be going over all of the
details behind getting experience points in Breath of the Wild, how it contributes to
changing the world itself, and even figuring out how one can abuse this system to maximize
a players level to get the strongest weapons and items as soon as possible!! With that out of the way, lets get into the
hidden ranking system of Breath of the Wild When you start off a new save in this game,
everything will be at its base state. All of the enemies and weapons will not be
upgraded past their initial placements - until you start killing them to get your first experience
points - which stay cumulative throughout the entire rest of your playthrough - despite being hidden from player view. Although the amount of experience varies between
what you kill, most of the early game and weaker enemies actually don't grant any experience
points, and are not included in the level up process. These include Keese, chuchu, oktoroks, any
of the red and blue tier enemies excluding bosses, along with any of the other enemies
that would fit in this “weaker” category. This explains why most of the world's changes
don't start until after you clear out the Great Plateau, as these weaker enemies make
up the majority of what you always see in the early game. However, just about everything above these
guys will contribute to gaining XP points for leveling up - with the lowest being wizzrobes,
which grant a mere 5 points per kill, and to list a few odd ones past that for reference,
Black bokoblins grant 15, silver moblins grant 35, guardians are 50, silver lynels are 120,
and blight ganons give a total of 300 each. The point is that every enemy beyond the basic
variants grant XP when defeated, and if you want a clearer understanding of all of the
enemy point values in this game, feel free to screenshot this image or get the link to
it in the description to use at your own convenience. These experience points are granted to link
whenever an enemy dies, regardless of how they perish - so this could be through a direct
melee attack, or even any form of environmental damage like drowning an enemy in water or
watching them burn in some fire. It doesn't even have to be link that kills
them - as long as they die within your near proximity then it counts as a kill. The only exception being vanishing an enemy
with an ancient arrow, as this attack does not count as a kill, but more so an odd….disappearance, I suppose. However, there is only one unique rule set
in play when it comes to gaining XP - and that is every enemy on the list is only able
to grant XP a total of 10 times each, and any more kills of each type will not grant any more. This makes grinding out enemies to level up
nearly impossible, as your character can only truly rank up by exploring around the world
and finding new enemies to kill for this reason. But with the info of gaining XP in mind, lets
actually get into what these experience points do, and how they can affect and change properties
in the world. So as we explained earlier, your cumulative
XP count affects 2 main things throughout the game - enemy progression, and weapon progression,
which includes the modifiers - but we will start just by explaining the enemy progression
as the information will carry over pretty well to the latter. So in this world, there are 5 types of enemies
that can be tiered up throughout your playthrough - bokoblins, moblins, lizalfos, yiga, and
lynels. And depending on how many cumulative points
you have, you will cross new point thresholds that'll upgrade the base variants of some
of these enemies to stronger versions. Lynels are probably the best example of this,
because they all start out as red varrients when you start the game, but as soon as you
cross the first lynel point threshold of 2786xp, they'll start turning blue, at 4000xp they'll
start turning white, and at 6000xp they'll start turning silver - so its pretty simple
to understand. But the other ones like bokoblins are a bit
tricker, as despite the scaling process being observable with some of them, others still
seem to hold their weaker forms throughout the entire game. Lets take this bokoblin camp by the dueling
peaks for an example, and observe it at its base state, where there will be 1 red bokoblin
and 2 blue bokoblins on the ground. Once the first bokoblin threshold of
286 has been met, one of the red variants will turn blue, while the rest stay the same. Then once 1143 points has been met, that one
blue one will turn black, and finally at 2286 points, that black one will turn silver - with the
rest completely unaffected. The reason why only one of them was ranking up is that every single tier-able
enemy and object in the world has a special parameter attached to it called “scaling”
and whether or not its set to true or false dictates if the thing will abide by the experience
point ranking system. In this example, the 2 blue bokoblins that
didn't upgrade and the one blue one had their -scaling parameters set to “false”, while
the one red one that did upgrade had their scaling parameter set to true If you want a better look at the scaling parameters for each enemy, there is a Breath of the WIld object map avalible, that shows you the locations for all enemies and objects in the game - and if you click on them, you can see if the scaling parameter is set to true or false - and ill have a link to this in the description below - because its a really great tool to use, even beyond for the scaling mechanic. This also explains why the one Red Lynel in
zoras domain will stay as red and never rank up like the rest of them - as its the only
lynel in the world with its scaling parameter set to false. And this entire system also applies to the
weapon scaling as well, as just about every single weapon can be tierd up to stronger
variants assuming that their scaling parameters are set to true. For an example, Boko clubs get upgraded to Spiked Boko Clubs,
and Spiked Boko Clubs eventually get upgraded to the Dragonbone ones, as soon as their respective
experience point margins are met. This scaling system even applies to how these
weapons get modifiers like as well such as attack up or durability up, as each weapon
type has 2 set thresholds where they will start getting modifiers applied - and the
order goes base weapon, weak modifier, strong modifier, then the next one, and so on. I’ll include a link to a spreadsheet that
goes over the exact point values required to start finding the modified and upgraded
tiers of each weapon - if you ever care to use it as a reference at some point. But lets talk a little more about the modifiers
themselves since a large amount of people are still confused on how exactly they work. The weak ones we mentioned are the white and
blue colored ones, and the strong ones are the yellow colored ones - and the exact one
that your weapon could get is randomized in each category. If you notice, attack up, durability up and
shield guard up come in both strong and weak variants, but the yellow ones are always
more potent - featuring higher stats. For an example, a royal broadsword with a
white attack up can have anywhere from 6-12 extra attack, while a yellow attack up will
have anywhere from 13-25 extra attacks. These number rangers are unique and fixed
to each weapon, but the value you get within that range is completely randomized - which
ill include a link to the spreadsheet of all possible modifier ranges in the description below for those
of you interested. However, if you are ever unhappy with the
modifier of a weapon you get after an enemy encounter, you could always reload that save to
right before you fought the enemy, and its modifier will be changed - which is really helpful when fighting Lynels and trying to get the best weapons. The only other thing to keep in mind about
the scaling system is that some items in the world will eventually become extinct because of it - specifically
the critical hit modifier, as it doesnt have a yellow varrient, and most of the base and mighty tier Lynel weapons, as the
lynels they are tied too will eventually tier up with their weapons and make them unobtainable. So, with this entire rank up system in mind,
a lot of players may use this information to grind through xp as much as possible in
order to get these best weapons the soonest. Although the enemies level up to hearder variants to match the more powerful weapons you get, these enemies also drop much better materials then the
lower variants - making exploiting this level up system actually a good tactic without
much of a cost to the games difficulty itself. And fortunately, there are a lot of really
good tactics to utilize in order to do this effectively. One would be to go guardian farming right
after you leave the Great Plateau - as assuming you are decent enough at parrying these guys,
you can easily get 500 points right off the bat just by killing 10 of them - which will be more than enough to unlock most of the modifiers for your low tier weapons. Another good tactic would be to try to go
to outer areas of Hyrule first, so you can take down all the black tier enemies that naturally
spawn to get XP, unlike the red and blue ones that commonly appear near the beginning areas. And using the weapons you get from these black
enemies, you can start taking down other bosses earlier like Moldugas, which also give 50 XP
a piece for a total of 500 after the 10th kill. But perhaps one of the easiest ways of getting
XP is by taking down the blight ganons, which grant a crazy 300 a piece. This is why a lot of players probably thought
that enemy and item progression was tied to your main story progress - but in reality, its just that these bosses give out a crazy
amount of xp, that every kill is bound to change at least a few big things in the world. But speaking of this, there is actually one area in the game that works slightly differently - which is the Ancient Colosseum As its the only place in the entire map that tiers its enemies based off of divine beast completion and completely ignores the entire progression system we just went over. But because it works off a different tiering
system, these items cannot have modifiers, so never go here late game to farm out things
like lynel weapons, as they will always be weaker for that fact. So before we wrap everything in this video
up, there's only one little thing left that we need to go over, and that is how mastermode
can change this progression system. And honestly its not that complicated, because all
mastermode does is tier up every enemy in the world by one color, and the colors for
each of these enemies in the point threshold get upped by one rank as well -
which allows the silver ones to eventually become gold. Theres no other changes in the world with
weaponry, so since a lot of these newfound tough enemies may start with really crappy
weapons, its best to find more creative ways to kill them that don't suck up all of your
weapons. But with that said, that is all of the information
I have to present today in this video!! There were a lot of behind the scenes numbers
and values to discuss, so ill make sure to keep all of these sources linked in the description
below if you're curious on checking out the exact values behind this system. If you enjoyed the video, please feel free
to leave a like and subscribe if you haven't already to support the channel, as I still
have many more of these stats videos to come. Also, a huge thank you to my amazing patrons
and YT members who help support the content - if you would like your name featured here
for as little as a dollar a month, all the info can be found down in the description
below. Anyways, thank you all so much for watching,
and ill see you guys in the next one!! :D :) :O drillshaft OP