The following tiers cover the story mode mode. There are no known permadeath or hardcore mechanics in Batman: Arkham Asylum Game of the Year Edition natively. However, there is a permadeath enforcement patch available here.
Tier
Easy
Normal
Hard
Enemy HealthDetermines how much damage Batman must deal to defeat enemies
Low
Standard
High
Enemy Strike SpeedDetermines how quickly enemies perform close-range attacks.
SlowUses a strike-duration scale of 1.5.
MediumStrike-duration scale decreases from 1.5 to 0.9 across combat chapters 2–7.
FastUses a strike-duration scale of 0.9.
Enemy DamageDetermines how much damage enemy attacks deal to Batman.
LowDamage values used by individual enemy attacks.Unarmed10Pipe10Thrown object10Stun-stick repel10Stun-stick attack15Knife10Combat gun1Skeleton attack10
ProgressiveDamage values used by individual enemy attacks. Some values increase as the story progresses, mainly across combat chapters 2–7.Unarmed10 → 15Pipe15 → 22.5Thrown object10 → 15Stun-stick repel10Stun-stick attack20 → 30Knife10 → 15Combat gun1 → 6Skeleton attack10 → 20
HighDamage values used by individual enemy attacks.Unarmed15Pipe22.5Thrown object15Stun-stick repel10Stun-stick attack30Knife15Combat gun6Skeleton attack20
Time Between Enemy AttacksDetermines how quickly another enemy can attack after Batman is hit.
LongTime-before-next-strike value: 1.5.
MediumTime-before-next-strike decreases from 1.5 to 0.5 across combat chapters 2–7.
ShortTime-before-next-strike decreases from 0.5 to 0.0 across combat chapters 2–7.
Health RecoveryDetermines how much health Batman recovers when gaining experience.
High
Standard
Low
Ai AutoaimDistance within which enemies receive enhanced tracking (basically just auto-aim) against Batman's movement.
LimitedAuto-aim applies only at relatively close range.World Units500
ExtendedAuto-aim operates across a large distance.World Units1000
FullAuto-aim applies across practically any range encounter.World Units10000
Targeting SpeedDetermines how quickly armed enemies acquire Batman as a target.
SlowTime-to-acquire value: 1.2.
SlowTime-to-acquire value: 1.2.
FastTime-to-acquire value: 0.2.
Hit RatioDetermines how accurately armed enemies can hit Batman.
50%Hit-ratio calculated between 2000 and 3000 world units. Anything below 2000 world units can hit Batman on any difficulty.
75%Hit-ratio calculated between 2000 and 3000 world units. Anything below 2000 world units can hit Batman on any difficulty.
100%Hit-ratio calculated between 2000 and 3000 world units. Anything below 2000 world units can hit Batman on any difficulty.
Counter IndicatorsThe counter indicators for attacks are removed.
On
On
Off