Just wondering, did you guys get dynamic health working?
Yeah, I got a couple events that do the job. SetMaximumHealth will use a fixed value, SetBossHealth uses one base value + one modifier value which is multiplied by the number of players. It's all controlled by a damage resistance variable in the player. However, it doesn't play well with other health modifiers, so if slayer's modifier is supposed to boost the 100 health boss to 150, it may actually boost the 2000 health boss to 3000.
They haven't been implemented much yet, besides Kaje, who is fixed at 500, and Rotondo, who currently has 1000 + 850x. That might sound like a lot, but somehow it converts to a scale less than the ones used by datablock based health. I have no idea what causes it, but I presume it's related to the reason that it took 20 tank shells to bring down the 500 HP datablock and only 1 for the default 100 one.