Yoyos

Yoyos

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Enhancement: Yoyo damage calculation more variables!

SirAron111 opened this issue · 4 comments

commented

Atm the yoyo does a set amount of damage depending on what type of material is used for the body.
That’s a good thing for the vanilla yoyos but I think you should add a more prominent damage calculation. To enhance them especially for tinkers yoyos!
For example a heavy yoyo shouldn’t be only slower to move but should hit a bit harder than a fast lighter yoyo so people need to decide if they want a fast one or a stronger one with slower movement.

Another thing would be the spinning speed (a new variable) that instead of making these yoyos spin infinitely with materials like a flint axel (way to easy to get) make the duration a yoyo can stay out a fixed amount of time like let’s say base stat 5-6 seconds and this can only be increased with lubricant modifier. (With a cap so like every ink gives one lubrication adding in like 4-5 seconds up to a max of 5 that should be totally enough)

And give the axel a different value instead. Namely spinning speed which will determine how fast the yoyo hits when it’s out on the mob so you get a base hit for throwing the yoyo at an enemy and then depending on spinning speed you get time it takes for the yoyo to reapply this damage. This neatly ties in with how long yoyos can stay out meaning a yoyo that cans say out for 10 seconds and has a base damage of 4 x the material weight modifier let’s say it’s kind of heavy 1.3 making the damage 5.2 now the spinning speed due to an axle with a really high friction is slow and it only spins around after 2 seconds (that’s a really bad axel there maybe cactus XD) making it do its 5.2 damage in this 2 seconds at most 5 times if you can keep it on the mob. (You can calculate how this would turn out with lighter material or lower friction etc)
That way it would be a neater way to adjust them.

Basically:

Body: Base Durability (the base durability) base damage (material value like wood 2) and weight (a modifier to speed and damage the higher this number the slower but extra dmg the lower the less dmg but faster. Bas of 1 so 0.8 would be less Weight but more speed and 1.9 would be super strong heavy but slow really slow to move sideways).

Cord: Length (max blocks range) and spinning speed modifier (adding in more adjustability to the amount of spins per second maybe or something else)

Axle: Durability modifier (the normal durability modifier) and Spinning speed base stat depending on material (make this easy to adjust basically 1=spins one time per second 2=spins 2 times per second 0.5 spins one time in 2 seconds etc)

------ this idea simply came to me when I went over all the material dependent config files and noticed that a yoyo that’s light and does a lot of damage is kind of not making sense it being faster yes but I was like Wight shouldn’t just adjust the speed but also the damage a bit. And also I was totally like ye flint axels are broken af same as ice giving them low friction ok but infinity spinning??

And lastly if a yoyo is sticky it should on right click pull the user towards the stuck location XD
And I think the shears modifier makes yoyos not do damage anymore to mobs same as hoe.

commented

All of this seems really good, however I think it would be too big of a change to implement in 1.12. It may break existing yoyos when the new version is installed, so I'll wait until tinkers' for 1.14 is out to make these changes

commented

i like infinite spinning yoyos, though i am with you on the flint being too op, maybe nerf flint?

commented

@kohlth I mean for the thinkers you can get the configs generated and adjust it yourself (I did that for all materials in my modpack works great)
This post was more about a way to make them more customizable and the damage more clear with a new calculation system I am not even sure it would work this way XD.

commented

gotcha