suggestion > make it so bosses and normal mobs are separate things so that we can properly balance our game
gabepikamole opened this issue ยท 0 comments
i think this is an important feature to have in this mod, as it can get pretty tough or unplayable, even, if you don't go out of your way with apotheosis to kill all the stuff.
as an example, i'll leave a screenshot of a boss from cataclysm; it has 20k hp, an acceptable amount of armor and lots of modifiers. from my spells from iron's spells and spellbooks + t/o magic and extras, it takes 2 damage, even though the base dmg of each one is 100+.
normal mobs are the right amount of tough/strong and hard, i guess, but that's not the point. i tuned lots of stuff down to test it, since it's absolutely unbeatable without an apotheosis enchanted weapon, and it got fine at lv 100 + some tweaks to damage dealt and hp scaling. nice, sort of fixed. however, when max lv for everything is around 100-200 and you change the scaling, normal mobs get scaled down too hard, so nothing besides bosses poses a challenge for the player. having a secondary thing so that bosses have their own settings should be good and provide the right amount of customizability for us to tweak the game properly. to kill this harbinger as it is, you just need a two handed weapon from apotheosis, something like 100+ levels, % hp on max life, % dmg on current life, gems are optional and you then add an enchant like enigma resonator, echo, maybe sharpness and/or whatever random enchant you want. it'll die in less than five seconds regardless of what it has as long as it can be hit by melee weapons.
i could upload a video showing how they take 2 damage and regen it too quick and also another one from every boss being killed in less than five seconds by a random weapon i enchant. ty for the attention!