Combat Expanded: Difference between revisions

Difficulty Update
m (add version)
(username removed)
(Difficulty Update)
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|creator=Thanathor
|creator=Thanathor
|versions=1.19.2, 1.20+}}
|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.
This module adds custom modifiers to armor, weapons, and mobs as well as a ramping difficulty curve the longer you survive.


==Features==
==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 as Unidentified weapons or armour.
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===
===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.
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 armor and weapons.


Mobs will also receive additional bonusses depending on what biome they spawn in.
Mobs will also receive additional bonusses depending on what biome they spawn in.
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Blaze, Drowned, Slimes, Magma Cubes, Phantoms, Shulkers, Ghasts, Guardians, and Elder Guardians will gain modifiers even if spawned from a spawner.
Blaze, Drowned, Slimes, Magma Cubes, Phantoms, Shulkers, Ghasts, Guardians, and Elder Guardians will gain modifiers even if spawned from a spawner.


====Zombie Leaders====
====Zombie Alternatives====
Zombie Leaders that spawn 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 Thorns III Unbreaking V.
 
All of the equipment has a high chance of being dropped on death.


===Items===
* Zombie reinforcements will not drop their equipment.
====Obtaining and Identification====
* Baby zombies have -60% Max Health.
Custom armour and weapons are dropped at 8.5% and 20% respectively, scaling with looting. Any items dropped like this will be prefixed with "Unidentified" and work identical to their vanilla counterparts.
* 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.


Unidentified items can be identified to unlock their special effects. Weapons are identified on their first use and armour when equipped.
====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 take damage upon contact with water.


On identification a sound will play, and the item will restore half of its lost durability, the Unidentified prefix is replaced with the name of the modifier (unless the item was renamed).  
=== Item Modifiers ===
Custom armor 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====
====Weapons====
{{/Weapons}}
{{/Weapons}}


====Armour====
====Armor====
{{/Armour}}
{{/Armour}}


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!Requirement
!Requirement
|-
|-
|{{Advancement|item=Leather Tunic|title=Hidden Power|desc=Identify a weapon or piece of armour looted from a mob}}
|{{Advancement|item=Leather Tunic|title=Hidden Power|desc=Obtain a Modified weapon or piece of armor from a mob}}
|Identify a weapon or piece of Unidentified armour
|Pick up an item with a Modifier
|-
|-
|{{Advancement|item=Clock|title=True Survivor|desc=Stay alive for 10 days in a row}}
|{{Advancement|item=Chorus Fruit|title=Vwoops!|bg=fancy|desc=Who thought this was a good idea?}}
|Survive for over 9 full minecraft days (3 hours)
|Teleport using a piece of Vorpal armor
|-
|}
|{{Advancement|item=Iron Chestplate|title=Full Potential|desc=Wear a full set of identified armour and a weapon to go with it}}
 
|Wear an Identified armour piece in each slot and hold
==Technical Details==
an Identified weapon in your mainhand (the armour does
 
====Player Difficulty====
Each player has their own Player Difficulty, which is calculated every 5 minutes or on respawn.
 
<code>Player Difficulty = Playtime * (1 - Death Multiplier) * World Difficulty</code>, where
 
<code>Playtime:</code> goes up by 1 every 5 minutes a player is online, up to 100.
 
<code>Death Multiplier:</code> is calculated on death by: <code>Death Multiplier = Death Multiplier * 0.75 + 0.2</code>, every time difficulty is calculated it is reduced by 0.01 for every 5 minutes since the last death.
 
<code>World Difficulty:</code> 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.
 
<code>Player Difficulty * Difficulty Modifier + Random Offset + Illager Bonus</code>, where
 
<code>Player Difficulty:</code> Difficulty taken from the closest player
 
<code>Difficulty Modifier:</code> is calculated based on the environment where the mob spawned:


not have to be active)
* Start with a random value between -0.1 - 0.1
|-
* If it's raining: +0.2
|{{Advancement|item=Clock|title=Give Me More!|bg=fancy|desc=When tough is not good enough|enchanted=true}}
* 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 or +0.4 for a full moon
|Have your Difficulty Score be increased by
* If mob spawned underground (Dark): +0.3
a piece of Challenger armour, this will generally trigger
* If in Mountainous biomes: +0.2
* If an active Home Bed is within 128 blocks: -0.4


within 30 seconds of wearing one
<code>Random Offset:</code> a random value between -5 and 5


|-
<code>Illager Bonus:</code> applied to Illagers under certain conditions:
|{{Advancement|item=Shield|title=Sentinel|bg=fancy|desc=Give your life defending your allies}}
|Die from self-damage from the Custodians armour
|}


==Technical Details==
* Pillager patrol leaders: +10
* Pillager/Vindicator raider: +<code>3*(raid wave)</code>


====Difficulty Calculation====
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 calculates its score by applying a normal distribution of the Base, then taking a percentage of that equal to the mobs Mob Difficulty. This score cannot exceed the Cap listed on the mobs Stat Page.
Each player has their own Difficulty Score, based on the Minecraft days they have spent in the world in total (D<small>t</small>) and the Minecraft days they have spent since their last death (D<small>a</small>). Both of these values are capped at 10.


The formula for the Difficulty Score depends on the world difficulty.
Finally the actual stat is calculated as follows:


Easyː <code>ROUND((D<small>t</small>*D<small>s</small>-4)/14)</code>, Difficulty Score is capped at 7
<code>Max Health = score * 1</code>


Normalː <code>ROUND((D<small>t</small>*D<small>s</small>-2)/13)</code>, Difficulty Score is capped at 8
<code>Attack Damage = score * 0.5</code>


Hardː <code>ROUND((D<small>t</small>*D<small>s</small>)/10)</code>, Difficulty Score is capped at 10
<code>Movement Speed = score * 0.02 (% multiply_base)</code>


====Mob Changes====
<code>Armor = score * 1</code>
Mobs can be given ''bonus points'' ''(italicized)'' to some of their stats, these points are then randomized between 0 and their current value based on normal distribution and stat buffs are applied:
*'''Max Health''': each point corresponds with +1 health, capped at +15
*'''Attack Damage'''<ref>Mobs equipped with a weapon will not receive the Attack Damage boost</ref>: each point corresponds with +0.5 damage, capped at +5.5
*'''Movement Speed''': each point corresponds with +2% speed, capped at +30%
*'''Armour''': each point corresponds with +1 armour, capped at +7
*'''Armour Toughness''': each point corresponds with +5 toughness, capped at +35
Mobs will use the Difficulty Score of the nearest player upon spawning.


<u>Underlined</u> stat changes are exact and will not be randomised.
<code>Armor Toughness = score * 3</code>


==== '''Zombie Reinforcements''' ====
==== Mob Modifiers ====
Zombies spawned from reinforcements only have 1/4th the normal droprate. This droprate won't be increased by any other effects such as Difficulty level 11.
If the chance for a modifier is <u>underlined</u> 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.  
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
! colspan="6" |General Mob Modifiers
! colspan="4" |General Mob Modifiers
|-
|-
!Mob
!Mob
!Effects
!Base Stats
!Stat Points per
!Stat Page (Base / Cap)
Difficulty Score
!Additional Effects
!Effects at
|-
Difficulty >=4
|Zombie/Husk/Drowned
!Effects at
| -3 Max Health
-1.5 Attack Damage


Difficulty >=8
-4% Movement Speed
!Effects at
|'''Max Health:''' 20 / 15
'''Attack Damage:''' 35 / 7


Difficulty =11<ref>Difficulties above 10 can only be reached by players wearing Challenger armour, which provides one additional Difficulty Score per piece worn.</ref>
'''Movement Speed:''' 15 / 6
 
'''Armor:''' 10 / 4
 
'''Armor Toughness:''' 25 / 8
|<u>33% chance</u> to equip a weapon
 
<u>75% chance</u> to equip armor (4x)
 
<u>15% chance</u> for +15% Movement Speed
 
<u>40% chance</u> for +45% Knockback Resistance
|-
|-
|Zombie/Husk/Drowned
|Skeleton/Stray
|<u>-4 Max Health</u>
| -5 Max Health
<u>-2 Attack Damage</u>
-20% Movement Speed
|'''Max Health:''' 30 / 12
'''Attack Damage:''' 24 / 9
 
'''Movement Speed:''' 12 / 10


<u>-4% Movement Speed</u>
'''Armor:''' 7 / 3
|''+1 Max Health''
''+1 Attack Damage''


''+1 Movement Speed''
'''Armor Toughness:''' 5 / 2
|''+1 Armour''
|<u>75% chance</u> to equip armor (4x)
''+2 Armour Toughness''


Can spawn with Axes
<u>10% chance</u> for Power Enchantment
|''+2 Attack Damage''
''+1 Movement Speed''


''+2 Armour Toughness''
<u>7.5% chance</u> for {{Stack|effect:Instant Damage}}Harming arrows
| Quadruple drop rate of worn gear
|-
|-
|Skeleton/Stray
|Spider
|<u>-8 Max Health</u>
| -6 Max Health
<u>-8% Movement Speed</u>
-0.5 Attack Damage
|''+1 Max Health''
 
|''+1 Armour Toughness''
-6% Movement Speed
|15% chance for harming tipped arrow
|'''Max Health:''' 30 / 12
|Enchanted with a random level of power
'''Attack Damage:''' 18 / 10
Quadruple drop rate of worn gear
 
'''Movement Speed:''' 64 / 34
 
'''Armor:''' 4 / 2
|
|-
|-
|Spider/Cave Spider
|Cave Spider
|<u>-4 Max Health</u>
| -8 Max Health
<u>-1 Attack Damage</u>
-1.5 Attack Damage


<u>-4% Movement Speed</u>
-12% Movement Speed
|''+1 Max Health''
|'''Max Health:''' 30 / 10
''+1 Attack Damage''
'''Attack Damage:''' 8 / 4


''+1 Movement Speed''
'''Movement Speed:''' 36 / 17
|''+2 Movement Speed''
|
|
|''+6 Movement Speed''
|-
|-
|Creeper
|Creeper
|<u>-2 Max Health</u>
| -5 Max Health
|''+1 Movement Speed''
|'''Max Health:''' 30 / 12
|''+1 Max Health'' per Difficulty Score above 3
'''Movement Speed:''' 20 / 8
 
'''Armor:''' 14 / 7
|
|
|''+4 Armour''
|-
|-
|Magma Cube/Slime
|Slime / Magma Cube
|<u>-4 Max Health</u>
| -3 Max Health<ref>Except for Size 0 Slimes / Magma Cubes</ref>
|''+2 Max Health''
|'''Max Health:''' 30 / 10
'''Attack Damage:''' 8 / 3
|<u>35% chance</u> to grow 1 size (up to 4)
 
<u>10% chance</u> to grow 1 size (up to 4)
|-
|Enderman
| -2 Max Health<ref name=":0">Except in The End</ref>
-3 Attack Damage
 
-10% Movement Speed
|'''Max Health:''' 45 / 16<ref name=":0" />
'''Attack Damage:''' 32 / 12
 
'''Movement Speed:''' 8 / 8
 
'''Armor:''' 26 / 9
|in '''The End:'''
 
* +20% Attack Damage
* +15% Movement Speed
|-
|Phantom
| -15 Max Health
-1.5 Attack Damage
|'''Max Health:''' 33 / 16
'''Attack Damage:''' 11 / 6
 
'''Armor:''' 8 / 5
|
|
| +5% chance to grow to size 4
| +10% chance to grow to size 4
+5% chance to grow to size 5
|-
|-
|Enderman
|Wither Skeleton
|<u>-4 Max Health</u>
| -2 Max Health
<u>-2 Attack Damage</u>
-6 Attack Damage
 
-4% Movement Speed


<u>-4% Movement Speed</u>
+66% Knockback Resistance
|'''Max Health:''' 34 / 14
'''Attack Damage:''' 26 / 14


'''Movement Speed:''' 6 / 6


'''Armor:''' 8 / 8


'''If in The End:'''
'''Armor Toughness:''' 14 / 8
|<u>100% chance</u> to equip Iron or Chainmail armor (4x)


Cannot gain bonus Max Health
<u>40% chance</u> to equip a bow with {{Stack|effect:Wither}}Wither arrows
|-
|Piglin
| -2 Max Health
-0.5 Attack Damage


''+4 Attack Damage''
-4% Movement Speed
|'''Max Health:''' 80 / 24
'''Movement Speed:''' 18 / 8


''+4 Movement Speed''
'''Armor:''' 6 / 4
|''+2 Max Health''
''+2 Attack Damage''


''+2 Movement Speed''
'''Armor Toughness:''' 6 / 2
|''+2 Armour''
|<u>33% chance</u> to equip Gold armor (4x)
|''+5 Attack Damage''
|''+3 Armour''
''+8 Movement Speed''
|-
|-
|Phantom
|Zombified Piglin
|Take damage when in water
| -3 Max Health
|
-1 Attack Damage
|<u>-50% Attack Damage</u> if difficulty score <4
 
|<u>-50% Max Health</u> if difficulty score <8
-2% Movement Speed
|'''Max Health:''' 65 / 24
'''Attack Damage:''' 17 / 7
 
'''Movement Speed:''' 20 / 10
|
|
|-
|-
|Wither Skeleton
|Pillager
|
| -4 Max Health
|''+1 Max Health''
-15% Movement Speed
''+1 Attack Damage''
|'''Max Health:''' 32 / 10
'''Movement Speed:''' 15 / 12
 
'''Armor:''' 34 / 6
 
'''Armor Toughness:''' 12 / 5
|If '''Patrol Leader:'''
 
* Piercing Enchantment
 
If i'''n Patrol:'''
 
* '''Movement Speed:''' 34 / 14
 
If '''in Raid Wave 4+:'''
 
* '''Max Health:''' 32 / 18
* '''Armor:''' 34 / 12


''+1 Movement Speed''
If '''in Raid Wave 5/6/7/8:'''
|7.5% chance to spawn with bow and wither tipped arrows
|''+3 Attack Damage''
|''+5 Max Health''
''+3 Attack Damage''


''+2 Movement Speed''
* 20/40/60/80% chance of Piercing Enchantment
|-
|-
|Piglin/Zombified Piglin
|Vindicator
|<u>-2 Attack Damage</u><u>-4% Movement Speed</u>
| -2 Max Health
|''+1 Attack Damage''
-3 Attack Damage
''+1 Movement Speed''
 
|
-10% Movement Speed
|''+ 4 Movement Speed''
|'''Max Health:''' 40 / 24
|''+5 Attack Damage''
'''Attack Damage:''' 20 / 7
''+1 Armour''
 
'''Movement Speed:''' 24 / 15
 
'''Armor:''' 36 / 15


''+5 Armour Toughness''
'''Armor Toughness:''' 30 / 5
|If '''in Raid Wave 4+:'''
* '''Max Health:''' 60 / 24
* '''Armor Toughness:''' 30 / 12
|-
|-
|Ghast
|Hoglin
|Does not gain any Stat Points
| -16 Max Health
-14% Movement Speed
|'''Max Health:''' 100 / 36
'''Attack Damage:''' 22 / 6
 
'''Movement Speed:''' 16 / 7
 
'''Armor:''' 24 / 6
|
|
| +5% chance to spawn another Ghast
| +10% chance to spawn another Ghast
|spawn another Ghast
the chance to spawn another still applies
|-
|-
|Blaze
|Other<ref>Elder Guardian
|<u>-75% Attack Damage</u> if difficulty score <4
 
Endermite
 
Evoker


This only affects the melee attack
Guardian
|''+1 Armour''
 
Ravager
 
Shulker
 
Silverfish
 
Witch
 
Zoglin</ref>
|
|
|''+5 Armour''
|'''Max Health:''' 15 / 6<ref>Witches that spawned in Witch Huts do not gain Max Health</ref>
|''+4 Attack Damage''
'''Attack Damage:''' 11 / 5
''+2 Armour Toughness''
 
|-
'''Movement Speed:''' 15 / 7
|Other
 
'''Armor:''' 7 / 4
|
|
|''+1 Max Health''<ref>Does not apply for Witches that spawn in Witch Huts</ref>
''+1 Attack Damage''
''+1 Movement Speed''
|''+2 Armour''
|''+2 Armour''
|''+3 Armour''
|}
|}
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
! colspan="8" |Biome Specific Mob Modifiers
! colspan="5" |Biome Specific Mob Modifiers (Overworld)
|-
|-
!Biomes
!Biomes
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Skeletons/Stray  
Skeletons/Stray  
!Effects on
!Effects on
Spiders/Cave Spiders
Other Mobs
!Effects on
Creepers
!
Effects on Slimes
!Effects on
Endermen
|-
|-
|'''Dark'''
|'''Dark'''<ref>Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.</ref>
|''+3 Max Health''
| +15% Max Health
''+3 Attack Damage''
+10% Attack Damage


''+3 Movement Speed''
+5% Movement Speed


Weapon droprate to 8.5%
Weapon droprate to 8.5%


Armor droprate to 4.25%
Armor droprate to 4.25%
|''+4 Armour Toughness''
|<nowiki>+25% Reinforcement Chance</nowiki>
+25% reinforcement chance


50% chance to spawn with an Unidentified Pickaxe
<u>25% chance</u> to spawn 1 extra Zombie
|''+2 Movement Speed''
|Movement Speed Base +2
''+2 Armour Toughness''
Armor Toughness Base +2
|'''Spider:''' 5% chance on Invisibility
|'''Cave Spider:'''
| +1 Blast Radius
 
|
* +15% Movement Speed
|
 
'''Creeper:'''
 
* Explosion Radius set to 4
 
'''Spider:'''
 
* <u>10% chance</u> of Invisibility
|-
|-
|
|
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Eroded Badlands  
Eroded Badlands  
|}
|}
|''+3 Movement Speed''
|<nowiki>+10% Movement Speed</nowiki>
|50% chance of fire aspect enchantment
'''Husk:'''


<u>40% chance</u> of Fire Aspect Enchantment
<u>40% chance</u> of Flame enchantment
|'''Husk:'''
*-65% Max Health
*-65% Max Health
*-25% Attack Damage
*-25% Attack Damage
*Spawns in swarms of 7-12 Husks
*<u>200% chance</u> to spawn extra Husk (4x)
|40% chance of Flame enchantment
*<u>90% chance</u> to spawn extra Husk (3x)
|50% chance of Fire Resistance
*<u>45% chance</u> to spawn extra Husk (4x)
|25% shorter fuse (22 seconds)
|
|
|
|'''Cave Spider / Spider:'''
* <u>50% chance</u> of Fire Resistance
'''Creeper:'''
* Fuse reduced by 25%
'''Phantom:'''
* Fire Resistance
* <u>35% chance</u> to grow 1 size
|-
|-
|
|
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Deep Frozen Ocean  
Deep Frozen Ocean  
|}
|}
|''+8 Armour Toughness''
| +60% Armor Toughness
|'''Drowned''': ''+4 Attack Damage''
|'''Drowned''':
|
 
|
* +20% Attack Damage
|
|
|
|
|
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|}  
|}  
|
|
| -25% Max Health
|Head slot is replaced with a "Zombie Spore" that comes in 3 varieties:
Drops a burnable 'spore' on death that
 
'''Cherry''' in Cherry Groves:
*grants 16 Max Health
*grants 2 Attack Damage
'''Normal''' in other Flowering Biomes (66% chance)
*grants 8 Max Health
*grants -1.5 Attack Damage
'''Flowering''' in other Flowering Biomes (33% chance)
 
Each Spore also reduces the mobs Max Health by 25%.


respawns the mob after 8 seconds, this
Killing a Spore Zombie will drop the Spore which will respawn a new Spore Zombie after 8 seconds.


effect will repeat 10 times.
Every time a Spore respawns a Zombie the drop chance of its subsequent Spores drops by 10%.


Setting the mob on fire destroys the spore.
Setting Spore Zombies on fire destroys the Spore.
|85% chance to be replaced with 3 zombies.
|85% chance to be replaced with 3 zombies.
In '''Lush Caves''' only 1 zombie spawns
In '''Lush Caves''' only 1 zombie spawns
|'''Lush Caves''': 50% chance to be
|'''Enderman:'''
replaced with 4 silverfish
 
|invisible until lit
* 50% chance to be replaced with a Slime
-1 Blast Radius
 
|15% chance to increase in size, twice
'''Creeper:'''
|50% chance to be replaced with a slime
 
* Invisible until it gets close to a player
 
'''Phantom:'''
 
* <u>35% chance</u> to grow 1 size
* <u>50% chance</u> to grow 1 size
 
'''Slime:'''
 
* <u>35% chance</u> to grow 1 size (up to 4)
* <u>35% chance</u> to grow 1 size (up to 4)
 
|-
|-
|
|
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Mangrove Swamp  
Mangrove Swamp  
|}  
|}  
|80% chance of projectile protection enchantment
|<u>80% chance</u> of Projectile Protection Enchantment
|Replaced with 3 Skeletons
|Replaced with 3 Skeletons
| -25% Max Health
| -25% Max Health
-15% Attack Damage
+24% Movement Speed
 
Spawns with melee weapons
|'''Cave Spider / Spider:'''
* Spawn a second (Cave) Spider
* <u>60% chance</u> to spawn a third
 
'''Creeper:'''


Spawns with melee
* +20% Movement Speed


weapons
'''Slime:'''
|Spawns another (cave) spider
50% chance to spawn a third
|
|Spawn extra slimes based


on original slimes size  
* Spawn additional small Slimes, 1 per size above 0
|
|-
|-
|
|
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Eroded Badlands  
Eroded Badlands  
|}  
|}  
|''+2 Attack Damage''
|<nowiki>+10% Attack Damage</nowiki>
|''+6 Armour Toughness''
+2 Attack Knockback


40% chance of Knockback enchantment
+50% Armor Toughness


-100% chance to spawn reinforcements
Mob Difficulty +20%
|''+5 Armour Toughness''
 
30% chance of Punch enchantment
<u>40% chance</u> for Knockback Enchantment
|Jump Boost II
 
|
<u>35% chance</u> for Punch Enchantment
|
|<u>40% chance</u> to spawn a Phantom
 
+1 Attack Knockback
 
Max Health Base +6
|
|
|'''Cave Spider / Spider:'''
* <u>40% chance</u> of {{Stack|effect:Speed}}Speed
'''Creeper:'''
* +40% Knockback Resistance
|-
|-
|
|
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|Warm Ocean
|Warm Ocean
|}  
|}  
|50% chance of depth strider enchantment
|<u>50% chance</u> of depth strider enchantment
|40% chance to spawn with a Trident
|'''Drowned:'''
'''Drowned:'''
* +100% Movement Speed
 
* +10% Armor
+100% Movement Speed
* +75% Armor Toughness
 
* +2 Attack Damage
''+6 Armour Toughness''
* <u>45% chance</u> to spawn a Guardian, thrice
 
* <u>60% chance</u> to spawn a Drowned, twice
''+2 Armour''
* <u>40% chance</u> to spawn with a Trident
 
35% chance to spawn a Guardian, thrice
 
50% chance to spawn a Drowned, twice
|
|
|
|
|
|
|
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Deep Frozen Ocean  
Deep Frozen Ocean  
|}
|}
|''+8 Max Health''
|<nowiki>-15% Movement Speed</nowiki>


-15% Movement Speed
+15% Max Health
|Attacks apply:
|Attacks apply {{Stack|effect:Slowness}} Slowness (0:15)
|'''Stray:'''
 
* {{Stack|effect:Slowness}} Slowness III (0:30) arrows
|'''Cave Spider / Spider:'''
 
* Attacks apply {{Stack|effect:Slowness}} Slowness (0:15)
 
'''Creeper:'''
 
* +30% Max Health
* -10% Movement Speed
 
'''Phantom:'''
 
* Attacks apply {{Stack|effect:Slowness}} Slowness (0:15)
 
'''Slime:'''


*Slowness (0:15) at Difficulty Score of <=3
* Size +1 (up to 3)
*Slowness (0:30) at Difficulty Score of 4 - 8
*Slowness II (0:30) at Difficulty Score of >=9
|'''Stray:''' slowness III arrows
|
|
|
|
|-
|-
|
|
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Bamboo Jungle  
Bamboo Jungle  
|}  
|}  
| -25% Attack Damage
|
|Attacks apply:
|Attacks apply {{Stack|effect:Weakness}}Weakness and {{Stack|effect:Hunger}}Hunger II (0:15)
|{{Stack|effect:Hunger}}Hunger II, {{Stack|effect:Poison}} Poison and {{Stack|effect:Weakness}}Weakness (0:05) arrows
|'''Cave Spider:'''
 
* attacks apply {{Stack|effect:Hunger}} Hunger II and {{Stack|effect:Weakness}} Weakness in addition to poison
 
'''Creeper:'''
 
* Leaves a cloud of {{Stack|effect:Weakness}} Weakness II, {{Stack|effect:Blindness}} Blindness, {{Stack|effect:Nausea}} Nausea and  {{Stack|effect:Hunger}}Hunger II


*Weakness & Hunger (0:05) at Difficulty Score of <=3
'''Slime:'''  
*Weakness & Hunger (0:10) at Difficulty Score of 4 - 8
*Weakness & Hunger (0:30) at Difficulty Score of >=9
|Hunger II (0:05),
Poison (0:05) and
Weakness (0:05) arrows
|'''Spider:''' spawns 3 cave spiders
'''Cave Spider:''' attacks apply


hunger II and weakness in addition to poison
* {{Stack|effect:Poison}} Poison nearby entities on landing, effect scales with size
|Blindness
Weakness


Nausea
'''Spider:'''


Hunger II
* spawn 3 Cave Spiders with -3 Max Health
|Applies Poison on landing,
|}
effect radius depends on size
{| class="wikitable mw-collapsible mw-collapsed"
! colspan="6" |Biome Specific Mob Modifiers (Nether)
|-
!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
|
|
|{{Stack|effect:Fire Resistance}}Fire Resistance
|
|90% chance to replace with Wither Skeleton
|-
|Crimson Forest
|Max Health Cap from 18 to 28
|<u>33% chance</u> to spawn with Gold armor (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
|
|
|}
|}
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|Updated for 1.20
|Updated for 1.20
Module is no longer experimental
Module is no longer experimental
|-
|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.


(username removed)