Scaling Health

Scaling Health

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Enhancement: True Damage (armor and resistance ignoring Damage)

SirAron111 opened this issue · 1 comments

commented

I am trying hard to make a balanced pack with scaling health and damage over time but I am running into one massive problem. At some point the Damage Mobs do is literally ignorable even when setting scaling damage up to values like 3.0 or 10.0.

This is due to the fact that once the player gets Super Strong Armor for example a Tinkers armor fully stacked with resistance and stuff or a Ender IO Armor that absorbs 95% of damage (lets ignore Draconic armor for no that one is special and once someone has that kk let him be damage immune I made the recipe super hard to balance that one out) He practically only takes around 1 or sometimes 2 hearts of damage which is when he has a HP pool of 100+ hearts not much. Of course this is the point of getting strong armor and stuff but in a combat based pack being to damage immune is boring. Especially when on top of these armors, players can get effects like regeneration fire resistance and resistance enemy weakness etc as permanent abilities. It makes them literally take 0 dmg. Simply adding more damage to the scaling factor would make it impossible for a player that doesn’t have a good armor to even fight at like 10 difficulty as it would be factor of 10 x the difficulty 10 making set to do damage endgame it scales up to fast early game.

And here is my idea additionally to the scaling extra damage mobs get when I set it to normal values like 0.1 or 0.2 per point of difficulty. There needs to be a setting for a Part of this damage to ignore armor and or resistances after certain difficulty checkpoints are reached.

Basically this means if I set the checkpoints to be at 50/100/150/200 difficulty than at these points mobs would do 2.5/5/7.5/10 % of their damage (scaled damage) (configurable in options) as direct damage to the players HP this way it wouldn’t mess scaling up to much but still give a challenge after the player got super HP and super Armor stuff.

Resulting in something like this: Difficulty 200 Mob does let’s say 100 half hearts of damage player have 200 half hearts of live. Mob attacks player with Armor and stuff and would only do like 2 half hearts of Damage since Minecraft calculation is stupid. But with the new feature it would still do 2 half hearts + 10 half hearts of damage since I set it to be 10% of scaled mob damage as true damage. That way Armor is still useful as without the strong armor the mob would apply the full 100. But not overpowered Defensive.

I hope you understood what I was trying to tell you XD. I just thought it would make for a good addition to the configurability of this mod. If a config like this was possible (turned off by default to not mess with others just using the HP part of the Mod)

commented

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