提案/Suggestion
Small monsters should have a low fixed health and never take more than one hit from a G8 weapon.
現状/Current Status
The Shamos, Jagras, Mernos etc (small monsters) scale up in health to remain a challenge?
They often take multiple hits from certain weapons no matter how strong you make your weapon.
I just had a 718 damage gunlance shell NOT kill a Shamos in one hit. Why?
Waste of time and demoralizing that you don’t ever outpower them but yet low star large monsters almost take LESS effort to kill.
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The small monsters here are made to scale their HP according to your weapon’s base attack power + element value.
In the v77 app, there’s a known issue where the element value of status weapons are not added to the damage calculation, so the net result is that status weapons will take more hits to defeat a small monster. If your weapon is a status weapon, then it will be impacted by this issue even more, until they can fix it.
If your weapon’s combined base attack power and element value is far greater than the Iron Gunlance’s X.1 attack power at your equipped Gunlance at Grade X, which is the basis for calculating shelling damage, do not expect that a single shell can defeat a small monster.
The same goes for all other weapons.
Skill bonuses are not factored into the HP scaling, so elemental weapon users using normal weapon attacks and Elemental Attack+ skills will be able to defeat the small monsters with lesser hits compared to those without damage-boosting skills active.
I’d rather the small monsters take more than one hit to die, because we need them for target practice, in absence of training dummies, and we don’t want them to die from accidental hits when we do not intend for them to die just yet.
Addendum: If you want the fastest way to kill small monsters, craft a 1.1 elemental weapon and put Elemental Attack 5 on it. You should be able to one-shot every small monster, since EA5 is like 5x the total attack power of a 1.1 weapon.
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That was an excellent Ted Talk, it is appreciated. Good ideas. 
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