[Suggestion] Changing Life Steal calculations
DeadRote opened this issue ยท 1 comments
Currently, Life Steal is functioning in a very bizarre way, where it's not reflecting the current Life Steal heal amount according to the weapon's damage. Instead, it's taking 50% of the entity's current health as a healing value, which is completely broken when we talk about Warden fights, Ender Dragon, and other bosses if we are starting to implement other custom mods into the mix.
Considering that reading the player's damage is problematic (according to #10 (comment) ), I propose implementing the usage of Life Steal level into the formula and limiting the max amount of the heal according to it as well. Would be nice to have those values be reflected in the config files as well.
Example of what I had implemented on my public server to nerf current Life Steal:
user.heal(Math.min((targetHealth * level * 0.05f),(level*3.0f)));
In that case - it either heals the player by still substantial amount or by the maximum cap considering the Life Steal level (when targetHealth is too big).