neceros said:
Incorrect. They use a table we don't have.
There is certainly a table we don't have. However, I suspect it just has a list of standard bonuses by class, and instructions on how to apply them. A full table of 30 levels of monsters, with six classes and four ranks, would be huge. And I don't think it's needed.
neceros said:
However, it also said that this only works -5/+5. Any more or less and it becomes too far gone.
Granted. But is it because the numbers are too far off, or because the abilities need to scale too? I wanted to scale the Blazing Skeleton up to level 22 (because I have some of the minis, and it's a neat monster). Just changing the numbers resulted in a very boring monster, given its epic status. Likewise, if I tried to delevel a a Death Knight to level 9, it would be horribly overpowered, with over half a dozen abilities.
neceros said:
The actual rules, I imagine, are similar to PC defenses. I still believe they will be roughly 1/2 monster level, based on monster archetype.
Well, you can believe that, but everything I've seen says otherwise.
Just so everyone's clear, my formula for monsters is:
AC 10+level+bonus
Def 10+level+bonus
Attacks at level+bonus
HP (1+level)*(class hp)+Con score
"Bonus" varies by class. A soldier might have (I'm completely making this up) +4 AC, +4 Fort, +2 Ref, +0 Will, +4 attack. Elites get an extra +2 (although possibly not to attacks), solos a further +2. On top of this, you can fudge the numbers by +/-2, although most monsters are probably within 1 point of "standard".
The HP formula is blatantly stolen from another poster. Don't remember who. It, however, is nearly perfectly accurate. Class HP is 10 for brutes, 6 for lurkers and artillery, and 8 for the rest. Elites get double this, solos five times, and minions a fifth (roughly).
This is still speculative, of course. But the monsters we've seen (especially the newer ones) seem to fit. If you're still doubting:
Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) * Healing
Requires combat advantage. Level + 2 vs. Fortitude; 2d12 + Charisma modifier damage, and the target is weakened (save ends), and the vampire lord heals hit points equal to one-quarter of its normal total.