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@Deku Scrublord: I'll implement @calculuschild's suggestion about health calculations and see how that plays. Currently the 'Scale Giants?' option stops the mod from attaching the scaling component to bosses at all. I'll change this so that the 'Scale Giants?' option will instead make the health scaling system always think there is 1 player.
@denoflions: I think it might make more sense to check when a person logs in/out what percent health the boss is at before updating the health, then set it to the same percent based on the new health scale. So if Deerclops is 50% dead, and a new person joins or someone leaves, his max health still changes, but only heal him or damage him enough to keep him 50% dead. That way if you have 8 people all fighting Dragonfly and suddenly 7 log out, the last person still has to do the same amount of damage by himself he would have done as part of the 8-man team.
When a player joins or leaves the game, bosses will fully heal, even when near death. This can effectviely make bosses invincible if players come and go often enough, which is common on public servers.
A more fair system would be to heal and damage bosses based on the mod's settings. If the mod is set to a static increase of 1000 HP per player, bosses should instantly heal 1000 HP when a player joins and instantly take 1000 damage when a player leaves.
Another thing I noticed is that if 'Scale Giants' is set to 'No', the mod is disabled and any other options, like the loot scaling and base HP values, will not work.