Combat Expanded/Sandbox: Difference between revisions
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|Updated for 1.20 | |Updated for 1.20 | ||
Module is no longer experimental | Module is no longer experimental | ||
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|1.20.4 | |||
|25 Jan 2024 | |||
|Updated for 1.20.4 | |||
Introduced the Difficulty Update | |||
|} | |} | ||
==Previous Versions== | ==Previous Versions== | ||
===MC 1.19 Version=== | |||
=== MC 1.20.2 Version === | |||
In the 1.20 version Difficulty was calculated in a much simpler way, ranging from 1-10, going up by one for every Minecraft day a player survived. | |||
The 1.20.4 Difficulty Update reworked almost all of how mob stats were calculated to provide a smoother and slower increase in difficulty while making it easier to balance. | |||
Unidentified items were also removed after this version, instead items are "identified" as soon as they drop.. | |||
=== MC 1.19 Version === | |||
Many Modifiers have been significantly changed or completely replaced since the original 1.19 version. As the 1.19 version of the module was an experimental version there is no easy upgrade path to 1.20. | Many Modifiers have been significantly changed or completely replaced since the original 1.19 version. As the 1.19 version of the module was an experimental version there is no easy upgrade path to 1.20. | ||
Revision as of 14:45, 25 January 2024
Module Type | Stand Alone |
---|---|
Created by | Thanathor |
Compatible MC Versions | 1.19.2, 1.20+ |
This module adds custom modifiers to armour, weapons, and mobs as well as a ramping difficulty curve the longer you survive.
Features
Combat Expanded expands on the game's difficulty. Mobs will be given additional stats and gear scaling over time. This gear can be dropped for the player with special modifiers that alter the players stats and abilities.
Home Bed
Players can designate a bed as a "Home Bed" by sleeping in it. Only the last bed slept in by any player can be a Home Bed. While a player is online their Home Bed serves as a beacon that lowers difficulty in an area of 128 blocks around it. Only one Home Bed can affect an area at a time.
Mobs
As a player stays alive in the world for longer the mobs that spawn around them will grow in strength. Mobs will spawn with higher health, damage, movement speed and with better armour and weapons.
Mobs will also receive additional bonusses depending on what biome they spawn in.
Biome | Modifier | Added Difficulty | |
---|---|---|---|
Snowy Plains | Snowy | Low | |
Ice Spikes | Snowy | Low | |
Snowy Taiga | Growth | Snowy | Medium |
Snowy Beach | Snowy | Low | |
Grove | Growth | Snowy | Medium |
Snowy Slopes | Mountainous | Snowy | Medium |
Jagged Peaks | Mountainous | Snowy | Medium |
Frozen Peaks | Mountainous | Snowy | Medium |
Windswept Hills | Mountainous | Low | |
Windswept Gravelly Hills | Mountainous | Low | |
Windswept Forest | Mountainous | Low | |
Taiga | Growth | Low | |
Old Growth Pine Taiga | Growth | Low | |
Old Growth Spruce Taiga | Growth | Low | |
Stony Shore | Mountainous | Low | |
Plains | None | ||
Sunflower Plains | Flowering | Medium | |
Forest | None | ||
Flower Forest | Flowering | Medium | |
Birch Forest | None | ||
Old Growth Birch Forest | None | ||
Dark Forest | Growth | Low | |
Swamp | Toxic | High | |
Mangrove Swamp | Toxic | Growth | Very High |
Jungle | Toxic | High | |
Sparse Jungle | None | ||
Bamboo Jungle |
Toxic | High | |
Beach | None | ||
Mushroom Fields | |||
Cherry Grove | Flowering | Mountainous | High |
Meadow | Mountainous | Low | |
Stony Peaks | Mountainous | Low | |
Desert | Burned | Medium | |
Savanna | Burned | Medium | |
Savanna Plateau | Burned | Medium | |
Windswept Savanna | Burned | Mountainous | High |
Badlands | Burned | Medium | |
Wooded Badlands | Burned | Medium | |
Eroded Badlands | Burned | Mountainous | High |
River | None | ||
Frozen River | Snowy | Low | |
Warm Ocean | Reef | High | |
Lukewarm Ocean | None | ||
Deep Lukewarm Ocean | Deep | Low | |
Ocean | None | ||
Deep Ocean | Deep | Low | |
Cold Ocean | None | ||
Deep Cold Ocean | Deep | Low | |
Frozen Ocean | Snowy | Low | |
Deep Frozen Ocean | Deep | Snowy | Low |
Dripstone Caves | None | ||
Lush Caves | Flowering | Medium | |
Deep Dark | |||
The Void |
Modifier | Effects |
---|---|
Dark[1] | Mobs are stronger.
You'll find more Zombies here. Creepers have a higher blast radius. Weapons and Armor have a reduced droprate. |
Burned | Mobs are faster.
Husks are weaker but spawn in large swarms. Creeper will explode faster. Higher chance of Fire Aspect and Flame enchantments. |
Deep | Drowned are more powerful. |
Flowering |
Zombies have lower health but respawn when killed. Creepers are Invisible but with a lower blast radius. Slimes are larger and spawn more often. |
Growth | Spiders will spawn in groups.
Skeletons will spawn more often and use melee weapons. More Slimes will spawn. Higher chance of Projectile Protection enchantment. |
Mountainous | Mobs are stronger.
Phantoms will spawn. Spiders can spawn with Speed. Higher chance of Knockback and Punch enchantments. |
Reef | Drowned are much more powerful and spawn with tridents more often.
Drowned will spawn in groups with Guardians. |
Snowy |
Mobs are slower but healthier. Most attacks will apply Slowness. |
Toxic | Mobs are weaker but apply Weakness, Hunger and Poison.
Cave Spiders will spawn in groups. |
Spawners
Mobs spawned from spawners do not benefit from any modifiers. Mobs are considered spawner spawns if they spawn in the air.
Blaze, Drowned, Slimes, Magma Cubes, Phantoms, Shulkers, Ghasts, Guardians, and Elder Guardians will gain modifiers even if spawned from a spawner.
Zombie Reinforcements
Zombie Alternatives
- Zombie reinforcements will not drop their equipment.
- Baby zombies will have -60% Max Health.
- Zombie Leaders are replaced with zombies that have highly increased stats and much better gear than ordinary zombies. In addition Zombie Leaders will be equipped with a shield enchanted with Unbreaking V. All of the equipment has a high chance of being dropped on death.
Phantoms
Phantoms will no longer spawn from insomnia. Instead they can be found above high mountains, unless a players Home Bed is nearby. Phantoms will additionally take damage upon contact with water.
Item Modifiers
Custom armour and weapons are dropped at 8.5% and 20% respectively, scaling with looting. Any items dropped like this will be prefixed with a special modifier.
Weapons
Possible Weapon Modifiers | ||||
---|---|---|---|---|
Weapon |
Passive Effects | On-Hit Effects | Rarity | Commonly found in |
Light | -0.5-2.0 Attack Damage
+0.6-0.9 Attack Speed |
common | Burned
Dark | |
Heavy | +0.5-2.0 Attack Damage
-0.2-0.5 Attack Speed Knockback II/III Enchant |
common | Mountainous
Dark | |
Flaming | -0.5-2.0 Attack Damage
Fire Aspect III/IV/V Enchant |
common | Burned
Dark Nether | |
Twofold | 1 Attack Damage
+100% Attack Damage |
common | Nether | |
Giant | -0.6-0.9 Attack Speed | Deals damage dealt to all entities within 4.5 blocks | common | Snowy
Deep / Reef |
Venomous | -0.5-2.0 Attack Damage | Apply one of:
|
common | Toxic
Deep / Reef |
Crippling | -0.2-0.5 Attack Speed | Apply Slowness I/II/III (0:04) and one of:
|
common | Flowering
Toxic |
Piercing | -0.5-2.0 Attack Damage | Reduce Armor by 2/4/6 for 10 seconds, hitting an
affected target again stacks the effect and refreshes the duration |
common | Flowering
Growth |
Resonating |
1 Attack Damage |
Deal 6/8/12 additional damage that ignores armor and resistances
2 seconds after the hit. This effect cannot stack. |
rare | Snowy
Toxic |
Swift | -0.6-0.9 Attack Speed | +0.1/0.2/0.3 Attack Speed on the sword for 6 seconds, the
effect will stack up to 4 Attack Speed on repeated use. |
rare | Burned
Growth |
Charged | 1 Attack Damage | Apply 2 stacks of "Charge". Stacks will fall off every 0.5 seconds
8 seconds after the last one was applied. Applying a "Charge" to a target that already has 8 stacks will strike them with lightning after a delay. The struck target takes 30 extra lightning damage (10 for players) |
rare | Mountainous
Deep / Reef |
Armour
Possible Armor Modifiers | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Armour | Passive Effects | Activation | Active Effects | Rarity | Commonly Found in | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Scouting | No damage taken for 4 seconds | +10-25% Movement Speed | common | Snowy
Burned | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Shielded | No damage taken for 4 seconds |
Absorption I/II/III, additional pieces add their level to the total |
common | Mountainous
Deep / Reef Dark | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
On taking damage | Lose Absorption | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sly |
No damage taken for 4 seconds |
Invisibility while sneaking.
When no longer sneaking gain +25/50/75% Attack Speed for 4 seconds |
common | Toxic
Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Focused | No damage taken for 4 seconds | +1.5-5 Attack Damage | common | Mountainous
Deep / Reef Nether | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Taken damage within 4 seconds | -0.5-2 Attack Damage | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Reactive | -1-3 Armor | On taking damage | Absorption I/II/III (0:30), additional Reactive pieces stack the effects level
Effect does not trigger when taking damage to yellow Absorption hearts and cannot trigger again during the 30 seconds duration |
rare | Mountainous
Dark | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Coated |
-1-3 Armor | On taking damage | Apply one of:
to the attacker. Additional pieces will add one level of their respective effect. |
common | Flowering
Toxic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rejuvenating |
-1-4 Armor | On taking damage | Store 10/20/30% of damage taken | common | Snowy
Dark Nether | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
No damage taken for 4 seconds | Restore the stored health | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sparking | On taking damage | Apply a stack of "Charge". Stacks will fall off every 0.5 seconds
8 seconds after the last one was applied. Applying a "Charge" to a target that already has 8 stacks will strike them with lightning after a delay. The struck target takes 30 extra lightning damage (10 for players) |
common | Mountainous | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Devouring | +0.01-0.03 Attack Damage
Enchanted with Curse of Vanishing |
After killing an entity | Permanently increase this pieces Passive Effect by 0.01-0.03, up
to 2.5-5 Attack Damage (addition and cap amounts are independent) |
rare | Burned
Growth | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Satiated[2] | +2.5-5 Attack Damage
Loses Curse of Vanishing |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vampiric |
-1-3 Armor | After killing an entity | Restore half a heart | common | Toxic
Deep / Reef Dark | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Totemic | After killing an entity | Call a totem that gives players within 12 blocks one of the following effects:
Regeneration, Resistance, Speed, Strength Effects last 6 seconds, reapplied to players that remain in the totems range. Killing an entity within a totems range will add the effect to the totem instead, or if the totem already has that effect will apply a level II version of the effect for 6 seconds. Totems vanish when all players leave its range |
rare | Mountainous
Toxic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Draining | After killing an entity | +1 Max Health (Capped at +6/8/10) | common | Burned
Flowering Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
On taking damage | -1 Max Health | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Soothing | Health at/below 50% of max | Instant Health I/II/III within 2.75/4.5/6.25 blocks respectively
Players receive one level lower instead Players within 6.5 blocks gain Regeneration V (0:02) Can only occur once per Minecraft day |
rare | Flowering
Dark Nether | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Berserkers | Health at/below 50% of max | +0.5-2 Attack Damage
+10-25% Attack Speed +5-20% Movement Speed +1 Knockback Resistance |
common | Burned
Flowering Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fluxed | Positive and negative
values are the same |
Health at/below 50% of max | -0.5-2 Attack Damage, +1-3 Armor | common | Flowering
Nether | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Health above 50% of max | +0.5-2 Attack Damage, -1-3 Armor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vigorous | Health above 50% of max | Mining Fatigue /Poison /Weakness immunity, and
Hunger /Blindness /Nausea /Wither immunity |
rare | Snowy
Toxic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Fractal | Resistance III | Health above 50% of max | Health gets set to half of Max Health | common | Flowering
Deep / Reef Growth | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Archery | -10-25% Attack Speed | Equipped | Shooting an arrow will instead spawn arrows equal to the 2 * the combined level
of all Archery armour pieces. Multishot arrows will spawn half that each. Extra arrows copy the main arrows stats, with a slightly randomized trajectory and cannot be picked up. |
common | Snowy
Mountainous Burned | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Canine | -10-25% Attack Speed | Equipped | Spawn an invulnerable wolf that deals 4 damage to aid the wearer.
Commanding the wolf to sit will cause it to lose aggro Feeding the wolf will grant it strength for 60 seconds Additional Canine pieces will spawn more wolves if the wolf is named it will drop its nametag on despawning |
rare | Snowy
Growth | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Radiant |
Equipped | A constant floating light will follow the wearer.
Crouching will cause the light to Glow and pulse with flashes of light. |
common | Mountainous
Burned Dark | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Equestrian | Equipped | Mounts have Speed I/II/III and one of:
Level of Speed stacks like enchantments, so two pieces with level III will result in level IV |
common | Flowering
Growth | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dashing | -5-20% Movement Speed | Equipped | Speed & Hunger ramping from level I to V every 12.5 seconds
as long as the wearer keeps sprinting. Swimming keeps the current speed and hunger but doesn't ramp. Every additional Dashing piece reduces the time between levels by 50% |
common | Burned
Toxic | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hearty | Armor set to 0 | Equipped | + Max Health equal to the base armor of this piece | common | Snowy
Toxic Deep / Reef | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Psychic | -10-25% Attack Speed | Equipped | A sword will circle around you at 3.5 blocks distance, crouching will cause the
sword to close in and spin faster. The material and damage of the sword is dependent on the armour material:
|
rare | Burned
Deep / Reef Nether | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wild Magic | On taking damage | Apply a random potion effect with a random duration to self.
|
epic | Mushroom Fields | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vorpal | +1 Knockback Resist | On taking damage | Teleport to a random location within 8 blocks. | epic | The End | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Unlinked | Linked | Only works after the armour piece has been renamed.
Link to any other player wearing an Unlinked armour piece that has the same name. Health of all players in a link will always be the same. |
epic | Deep Dark |
Advancements
Advancement | Requirement |
---|---|
Hidden Power Obtain a Modified weapon or piece of armor from a mob |
Pick up an item with a Modifier |
Vwoops! Who thought this was a good idea? |
Teleport using a piece of Vorpal armour |
Technical Details
Player Difficulty
Each player has their own Player Difficulty, which is calculated every 5 minutes or on respawn.
Player Difficulty is calculated based on the following:
Player Difficulty = Playtime * (1 - Death Multiplier) * World Difficulty
, where
Playtime:
goes up by 1 every 5 minutes a player is online, up to 100
Death Multiplier:
is calculated on death by: Death Multiplier = Death Multiplier * 0.75 + 0.2
, every time difficulty is calculated it is reduced by 0.01 for every 5 minutes since the last death.
World Difficulty:
is based on world difficulty: 0.3 for easy, 0.4 for medium and 0.5 for hard
Mob Difficulty
When a mob spawns it will be assigned a Mob Difficulty of its own to modify its stats, this is calculated based on the following:
Player Difficulty * Difficulty Modifier + Random Offset + Illager Bonus
Player Difficulty:
Difficulty taken from the closest player
Difficulty Modifier:
is calculated based on the environment where the mob spawned:
- Start with a random value between -0.1 - 0.1
- If it's raining: +0.2
- If the mob spawned on the surface and it is night time: +0.1 for crescent moon, +0.2 for quarter moon, +0.3 for gibbous moon and +0.4 for a full moon
- If mob spawned underground (Dark): +0.3
- If in Mountainous biomes: +0.2
- If a Home Bed is nearby: -0.4
Random Offset:
a random value between -5 and 5
Illager Bonus:
applied to Illagers under certain conditions:
- Pillager patrol leaders: +10
- Pillager/Vindicator raider: +
3*(raid wave)
A mobs Difficulty is then used to calculate their stats. Each mobs has their own Stat Page with Base and Caps for each stat. Each stat is calculated by applying a normal distribution of the Base, then taking a percentage of that based on the mobs Difficulty. This stat cannot exceed the Cap listed on the mobs Stat Page.
Finally the actual stat is calculated as follows:
Max Health = score * 1
Attack Damage = score * 0.5
Movement Speed = score * 0.02 (% multiply_base)
Armor = score * 1
Armor Toughness = score * 3
Mob Modifiers
When the chance for a modifier is underlined it scales up with Mob Difficulty, the displayed chance is for 100 Mob Difficulty, e.g. an 80% chance at 100 Mob Difficulty would be a 40% chance at 50 Mob Difficulty.
General Mob Modifiers | |||
---|---|---|---|
Mob | Base Stats | Stat Page (Base / Cap) | Additional Effects |
Zombie/Husk/Drowned | -3 Max Health
-1.5 Attack Damage -4% Movement Speed |
Max Health: 20 / 15
Attack Damage: 35 / 7 Movement Speed: 15 / 6 Armor: 10 / 4 Armor Toughness: 25 / 8 |
33% chance to equip a weapon
75% chance to equip armour (4x) 15% chance for +15% Movement Speed 40% chance for +45% Knockback Resistance |
Skeleton/Stray | -5 Max Health
-20% Movement Speed |
Max Health: 30 / 12
Attack Damage: 24 / 9 Movement Speed: 12 / 10 Armor: 7 / 3 Armor Toughness: 5 / 2 |
75% chance to equip armour (4x)
10% chance for Power Enchantment 7.5% chance for Harming arrows |
Spider | -6 Max Health
-0.5 Attack Damage -6% Movement Speed |
Max Health: 30 / 12
Attack Damage: 18 / 10 Movement Speed: 64 / 34 Armor: 4 / 2 |
|
Cave Spider | -8 Max Health
-1.5 Attack Damage -12% Movement Speed |
Max Health: 30 / 10
Attack Damage: 8 / 4 Movement Speed: 36 / 17 |
|
Creeper | -5 Max Health | Max Health: 30 / 12
Movement Speed: 20 / 8 Armor: 14 / 7 |
|
Slime / Magma Cube | -3 Max Health[3] | Max Health: 30 / 10
Attack Damage: 8 / 3 |
35% chance to grow 1 size (up to 4)
10% chance to grow 1 size (up to 4) |
Enderman | -2 Max Health[4]
-3 Attack Damage -10% Movement Speed |
Max Health: 45 / 16[4]
Attack Damage: 32 / 12 Movement Speed: 8 / 8 Armor: 26 / 9 |
in The End:
|
Phantom | -15 Max Health
-1.5 Attack Damage |
Max Health: 33 / 16
Attack Damage: 11 / 6 Armor: 8 / 5 |
|
Wither Skeleton | -2 Max Health
-6 Attack Damage -4% Movement Speed +66% Knockback Resistance |
Max Health: 34 / 14
Attack Damage: 26 / 14 Movement Speed: 6 / 6 Armor: 8 / 8 Armor Toughness: 14 / 8 |
100% chance to equip Iron or Chainmail armour (4x)
40% chance to equip a bow with Wither arrows |
Piglin | -2 Max Health
-0.5 Attack Damage -4% Movement Speed |
Max Health: 80 / 24
Movement Speed: 18 / 8 Armor: 6 / 4 Armor Toughness: 6 / 2 |
33% chance to equip Gold armour (4x) |
Zombified Piglin | -3 Max Health
-1 Attack Damage -2% Movement Speed |
Max Health: 65 / 24
Attack Damage: 17 / 7 Movement Speed: 20 / 10 |
|
Pillager | -4 Max Health
-15% Movement Speed |
Max Health: 32 / 10
Movement Speed: 15 / 12 Armor: 34 / 6 Armor Toughness: 12 / 5 |
If Patrol Leader:
If in Patrol:
If in Raid Wave 4+:
If in Raid Wave 5/6/7/8:
|
Vindicator | -2 Max Health
-3 Attack Damage -10% Movement Speed |
Max Health: 40 / 24
Attack Damage: 20 / 7 Movement Speed: 24 / 15 Armor: 36 / 15 Armor Toughness: 30 / 5 |
If in Raid Wave 4+:
|
Hoglin | -16 Max Health
-14% Movement Speed |
Max Health: 100 / 36
Attack Damage: 22 / 6 Movement Speed: 16 / 7 Armor: 24 / 6 |
|
Other[5] | Max Health: 15 / 6[6]
Attack Damage: 11 / 5 Movement Speed: 15 / 7 Armor: 7 / 4 |
Biome Specific Mob Modifiers | ||||||
---|---|---|---|---|---|---|
Biomes | Effects on
any mob |
Effects on
Zombies/Husks/Drowned |
Effects on
Skeletons/Stray |
Effects on
Other Mobs | ||
Dark[7] | +15% Max Health
+10% Attack Damage +5% Movement Speed Weapon droprate to 8.5% Armor droprate to 4.25% |
+25% Reinforcement Chance
25% chance to spawn 1 extra Zombie |
Movement Speed Base +2
Armour Toughness Base +2 |
Cave Spider:
Creeper:
Spider:
| ||
|
+10% Movement Speed
40% chance of Fire Aspect Enchantment 40% chance of Flame enchantment |
Husk:
|
Cave Spider / Spider:
Creeper:
Phantom:
| |||
|
+60% Armour Toughness | Drowned:
|
||||
|
Head slot is replaced with a "Zombie Spore" that comes in 3 varieties:
Cherry in Cherry Groves:
Normal in other Flowering Biomes (66% chance)
Flowering in other Flowering Biomes (33% chance) Each Spore also reduces the mobs Max Health by 25% Killing a Spore Zombie will drop the Spore which will respawn a new Spore Zombie after 8 seconds. Every time a Spore respawns a Zombie the drop chance of its subsequent Spores drops by 10%. Setting Spore Zombies on fire destroys the Spore. |
85% chance to be replaced with 3 zombies.
In Lush Caves only 1 zombie spawns |
Enderman:
Creeper:
Phantom:
Slime:
| |||
|
80% chance of Projectile Protection Enchantment | Replaced with 3 Skeletons | -25% Max Health
+24% Movement Speed Spawns with melee weapons |
Cave Spider / Spider:
Creeper:
Slime:
| ||
|
+10% Attack Damage
+50% Armour Toughness Mob Difficulty +20% 40% chance for Knockback Enchantment 35% chance for Punch Enchantment |
40% chance to spawn a Phantom
+1 Attack Knockback Max Health Base +6 |
Cave Spider / Spider:
Creeper:
| |||
|
50% chance of depth strider enchantment | Drowned:
|
||||
|
-15% Movement Speed
+15% Max Health |
Attacks apply Slowness (0:15) | Stray:
|
Cave Spider / Spider:
Creeper:
Phantom:
Slime:
| ||
|
Attacks apply Weakness and Hunger II (0:15) | Hunger II, Poison and
Weakness (0:05) arrows |
Cave Spider:
Creeper:
Slime:
Spider:
|
Biome | Effect on
Piglin |
Effect on
Zombified Piglin |
Effect on
Skeleton |
Effect on
Magma Cube |
Effect on
Enderman |
---|---|---|---|---|---|
Nether Wastes | 95% chance to replace with Blaze | ||||
Soul Sand Valley | Fire Resistance | 90% chance to replace with Wither Skeleton | |||
Crimson Forest | Max Health Cap from 18 to 28 | 33% chance to spawn with Gold armour (4x) | |||
Warped Forest | +35% Max Health
-6% Movement Speed +3 Attack Damage spawn without bow |
33% chance to replace with 3 Skeletons | |||
Basalt Deltas | Size +1 (up to 3)
+15% Attack Damage |
Learn More and Download
History
Version | Date | Change |
---|---|---|
1.19 | 22 Aug 2022 | Released Combat Expanded |
1.20 | 23 Sep 2023 | Updated for 1.20
Module is no longer experimental |
1.20.4 | 25 Jan 2024 | Updated for 1.20.4
Introduced the Difficulty Update |
Previous Versions
MC 1.20.2 Version
In the 1.20 version Difficulty was calculated in a much simpler way, ranging from 1-10, going up by one for every Minecraft day a player survived.
The 1.20.4 Difficulty Update reworked almost all of how mob stats were calculated to provide a smoother and slower increase in difficulty while making it easier to balance.
Unidentified items were also removed after this version, instead items are "identified" as soon as they drop..
MC 1.19 Version
Many Modifiers have been significantly changed or completely replaced since the original 1.19 version. As the 1.19 version of the module was an experimental version there is no easy upgrade path to 1.20.
The Focused, Berserkers, Poised, Reckless, Guarding, Merchants armor and Deliberate, Light, Ascended weapon Modifiers were removed in the 1.20 update, replaced by Fluxed, Poisonous, Fractal, Archery, Totemic, Equestrian for armor and Giant and Chiming for weapons.
Notes
- ↑ Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.
- ↑ Obtained by fully charging a Devouring armor piece
- ↑ Except for Size 0 Slimes / Magma Cubes
- ↑ 4.0 4.1 Except in The End
- ↑ Elder Guardian Endermite Evoker Guardian Ravager Shulker Silverfish Witch Zoglin
- ↑ Witches that spawned in Witch Huts do not gain Max Health
- ↑ Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.