OldCombatMechanics

OldCombatMechanics

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Simulate 1.8 critical hits

SpaceYoshi opened this issue ยท 3 comments

commented

Information

  • Server version: Paper 1.16.5
  • OCM version: 1.9.0
  • OCM config: config with disabled-attack-cooldown and old-tool-damage enabled.

disable-attack-cooldown:
  enabled: true
  worlds: []
  generic-attack-speed: 24

old-tool-damage:
  enabled: true

Problem Description
As @AleMastro stated in #410 , there is a 'problem' with the critical hit behaviour when having the attack speed cooldown disabled. Although I am not an expert on how the critical hits are calculated, I believe this is caused by the critical hit damage multiplier from 1.9+. I would like to see a feature to simulate critical hits like in 1.8. Currently, critical hits deal insane amounts of damage over time compared to critical hits in 1.8.

Steps To Reproduce

  1. Enable the disable-attack-cooldown module and old-tool-damage module, using the default values.
  2. Attack a player frequently in a short amount of time (spam-clicking) using critical hits by jumping and see the resulting damage.

Expected behaviour
Critical hit damage simulating 1.8 behaviour.

Actual behaviour
Critical hits appear to deal twice as much damage, enabling players to deal insane amounts of damage in a short amount of time.

commented

You can a crit damage multiplier using purpur in purpur.yml for now.
"critical-damage-multiplier: 1.5"

commented

If you're running paper, there's an option to disable crits in the paper.yml, which sort of fixes this problem

commented

Additionally if I remember correctly in 1.9 the ability to get crits while sprinting has been removed and sprint is briefly turned off after getting a hit in mid-air.