As a rule of thumb enemy damage scaling relative to Link`s HP in pacticular level is heavily dependent on dungeon/level design, enemy movement & attack patterns and Link`s current inventory, not only Sword & Tunic levels. Sometimes hordes of Death Knights can be killed with exploiting one single quirk in dungeon design. And a single Keese/bat can one-hit-kill Gold-ringed Link with 50 hearts just by kicking him into a pit with All-Ignoring Super Insta-Death Spikes Of GoreSploding Horror or similar trap. And oftentimes a fast, unpredictable enemy that can only be killed by bombs, despite dealing 1/2 hearts in damage (out of 16) per hit is far more dangerous than a slow moving, frontal-shielded DarkNut that deals 8 hearts in damage per hit with current defense level, like Blue ring. You need to always accout many things in quest design to properly balance enemy damage/Link HP scaling. Enemy special abilities also affect that scaling in a very powerful way. Say, Like Like that permanently destroys items, resources and such, Bubbles that jinx actions for short time or even permanently, enemies that can sabotage puzzles, forcing Link to exit & reenter room, or just warping to last visited checkpoint (hello, Wallmasters). It`s all incorporated into quest design.
P.S. it`s outright possible to render Link a one-hit-point wonder and still have the quest being fun.
Edited by Alucard648, 10 April 2019 - 05:13 AM.