Survival Refightalized/Monsters Unbound: Difference between revisions

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m
Update info after Elite balance changes
m (fix some missing newlines)
m (Update info after Elite balance changes)
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* Immune to burning
* Immune to burning


Blazing Skeletons will always have a Flame II Bow, but their arrows deal -90% damage.
Blazing Skeletons will always have a Flame Bow, but their arrows deal -90% damage and have +1.6s fire delay.


Blazing Zombies always wield a Blaze Rod with Fire Aspect II, this will never drop.
Blazing Zombies always wield a Blaze Rod with Fire Aspect II, this will never drop.
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* +85% Water Movement Efficiency
* +85% Water Movement Efficiency
* -35% Movement Speed
* -35% Movement Speed
* +150% Scale
* +50% Scale
* +85% Knockback Resistance
* +85% Knockback Resistance
* Projectile Protection V
* Projectile Protection V
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On death will split into 6 smaller versions of itself. These mobs have most stats reduced by 50%, but have 33% increased Movement Speed.
On death will split into 6 smaller versions of itself. These mobs have most stats reduced by 50%, but have 33% increased Movement Speed.


Split Skeletons have a fire delay of 4.8 seconds and their arrows deal -70% damage
Only 2-3 of the smaller Skeletons will have a bow with a fire delay of 4.8 seconds and arrows that deal -70% damage, the rest will spawn with a Wooden Sword.


====Volatile====
====Volatile====
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Creates beams of purple energy around its target. These beams trigger 3.5 seconds after spawning, dealing 3 explosion damage and applying {{Stack|effect:Slowness}}Slowness III for 2 seconds.
Creates beams of purple energy around its target. These beams trigger ~3.5 seconds after spawning, dealing 9 explosion damage and applying {{Stack|effect:Slowness}}Slowness III for 2 seconds.


On death 6 beams will spawn around the Elite.
On death 5 beams will spawn around the Elite.


====Vorpal====
====Vorpal====
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65% chance to teleport up to 6 blocks away when damaged.
65% chance to teleport up to 6 blocks away when damaged.


On death a homing skull will form. This skull will chase the closest player, speeding up as it goes and traveling through walls. On contact the skull explodes and applies Fear for 5 seconds.
On death a homing skull will form. This skull will chase the closest player, speeding up as it goes and traveling through walls. On contact the skull explodes and applies Fear for between 10 and 16 seconds.


Feared players have {{Stack|effect:Blindness}}Blindness, {{Stack|effect:Darkness}}Darkness and {{Stack|effect:Nausea}}Nausea and their hearts will appear black, similar to {{Stack|effect:Wither}}Wither. Additionally, Attack Damage, Attack Speed and Block Breaking Speed are all reduced by 90%.
Feared players have {{Stack|effect:Blindness}}Blindness, {{Stack|effect:Darkness}}Darkness and {{Stack|effect:Nausea}}Nausea, they will hear random mob sounds and their hearts will appear black, similar to {{Stack|effect:Wither}}Wither. Additionally, Attack Damage, Attack Speed and Block Breaking Speed are all reduced by 50%.


====Zephyr====
====Zephyr====
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If allowed to charge for 4 seconds one of the following will happen:
If allowed to charge for 4 seconds one of the following will happen:


If the Elite is a Zombie it will spawn a Wind Charge to jump in the air, then rush the player with +150% Movement Speed and +25% Attack Damage. On hit apply {{Stack|effect:Slowness}}Slowness IV for one second and spawn another Wind Charge.
If the Elite is a Zombie it will spawn a Wind Charge to jump in the air, then rush the player with +150% Movement Speed and +75% Attack Damage. On hit apply {{Stack|effect:Slowness}}Slowness IV for one second and spawn another Wind Charge.


If the Elite is a Skeleton it will start shooting arrows rapidly roughly in the direction of the nearest player. These arrows deal -50% damage.
If the Elite is a Skeleton it will start shooting arrows rapidly roughly in the direction of the nearest player. These arrows deal -50% damage.
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