Combat Expanded: Difference between revisions

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|type=Stand Alone
|type=Stand Alone
|creator=Thanathor
|creator=Thanathor
|versions=1.19}}
|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.


===Mobs===
=== Home Bed ===
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.
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.
 
=== Natural Regeneration ===
Combat Expanded disables normal Regeneration. Instead player will regenerate half a heart every 0.8 seconds as long as they are out of combat.
 
Players will enter combat when:
 
* Being damaged by a mob, explosions, the {{Stack|effect:Wither}} Wither effect (12 seconds)
* Drowning, Falling, Lava, {{Stack|effect:Poison}} Poison (2.4 seconds)
* If on fire regeneration will happen every 3.6 instead of 0.8 seconds, but will not enter combat
 
Killing an entity will immediately exit combat until damaged again.
 
== 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}}
 
{{/Armour}}
 
== 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 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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{{/Modifier Effects}}
{{/Modifier Effects}}


==== Spawners====
====Spawners====
Mobs spawned from spawners do not benefit from any modifiers. Mobs are considered spawner spawns if they spawn in the air.
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.
Blaze, Drowned, Slimes, Magma Cubes, Phantoms, and Guardians will gain modifiers even if spawned from a spawner.
 
===Items===
====Obtaining and Identification====
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.


Unidentified items can be identified to unlock their special effects. Weapons are identified on their first use and armour when equipped.
====Zombie Changes====
* Baby zombies 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.


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).  
====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.


====Weapons====
==Advancements==
{{/Weapons}}
 
==== Armour====
{{/Armour}}
 
===Advancements===
{| class="wikitable"
{| class="wikitable"
!Advancement
!Advancement
!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>Mob Difficulty = 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==
* Illager patrol leaders: +10
* Illager/Ravager in a raid: +<code>3*(raid wave)</code>


====Difficulty Calculation====
A mobs Difficulty is then used to calculate their stats. Each mobs has their own Stat Page, mobs final stats are calculated as follows using those scores:
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.
<code>Max Health = ((0.5*score) + BINOM.DIST(n=0.5*score, p=0.5)) * (Mob Difficulty/100)</code>


Easyː <code>ROUND((D<small>t</small>*D<small>s</small>-4)/14)</code>, Difficulty Score is capped at 7
<code>Attack Damage = ((0.15*score) + 0.35*RAND.BETWEEN(0,score) + BINOM.DIST(n=0.5*score, p=0.5)) * (Mob Difficulty/100) * 0.1</code>, cannot exceed the damage cap


Normalː <code>ROUND((D<small>t</small>*D<small>s</small>-2)/13)</code>, Difficulty Score is capped at 8
<code>Movement Speed = 0.5*RAND.BETWEEN(0,score) + BINOM.DIST(n=0.5*score, p=0.5)) * (Mob Difficulty/100)</code>, in percentages


Hardː <code>ROUND((D<small>t</small>*D<small>s</small>)/10)</code>, Difficulty Score is capped at 10
<code>Armor = ((0.25*score) + 0.25*RAND.BETWEEN(0,score) + BINOM.DIST(n=0.5*score, p=0.5)) * (Mob Difficulty/100)</code>


====Mob Changes====
<code>Armor Toughness = ((0.25*score) + 0.75*RAND.BETWEEN(0,score)) * (Mob Difficulty/100)</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.
==== Mob Modifiers ====
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
Difficulty Score
!Additional Effects
!Effects at
|-
Difficulty >=4
|Zombie/Husk/Drowned
!Effects at
| -3 Max Health
-1 Attack Damage
 
-5% Movement Speed
|'''Max Health:''' 15
'''Attack Damage:''' 45
 
'''Movement Speed:''' 20


Difficulty >=8
'''Armor:''' 4
!Effects at


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>
'''Armor Toughness:''' 8
 
'''Damage Cap:''' 9
|<u>33% chance</u> to equip a weapon
 
33% chance to equip armor (4x)
 
<u>15% chance</u> for {{Stack|effect:Speed}} Speed
 
<u>40% chance</u> for +45% Knockback Resistance
 
<u>7.5% chance</u> for "Shielded"
 
* Equip shield in offhand
* +5 Armor
* +50% Armor
* +20 Armor Toughness
* -2 Max Health
* No bonus Max Health
 
<u>5% chance</u> for "Dual Wield"
 
* Equip weapon in offhand
* +4 Attack Damage
* -20% Movement Speed
|-
|-
|Zombie/Husk/Drowned
|Skeleton/Stray
|<u>-4 Max Health</u>
| -5 Max Health
<u>-2 Attack Damage</u>
-20% Movement Speed
|'''Max Health:''' 12
'''Attack Damage:''' 35
 
'''Movement Speed:''' 20


<u>-4% Movement Speed</u>
'''Armor:''' 6
| ''+1 Max Health''
''+1 Attack Damage''


''+1 Movement Speed''
'''Armor Toughness:''' 4
|''+1 Armour''
''+2 Armour Toughness''


Can spawn with Axes
'''Damage Cap:''' 7.5
|''+2 Attack Damage''
|33% chance to equip armor (4x)
''+1 Movement Speed''


''+2 Armour Toughness''
<u>7.5% chance</u> for {{Stack|effect:Instant Damage}}Harming arrows
| +50% reinforcement chance
Double 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:''' 12
|Enchanted with a random level of power
'''Attack Damage:''' 40
Double drop rate of worn gear
 
'''Movement Speed:''' 56
 
'''Armor:''' 4
 
'''Damage Cap:''' 6.5
|
|-
|-
|Spider/Cave Spider
|Cave Spider
|<u>-4 Max Health</u>
| -8 Max Health
<u>-1 Attack Damage</u>
-1.5 Attack Damage
 
-12% Movement Speed
|'''Max Health:''' 10
'''Attack Damage:''' 40


<u>-4% Movement Speed</u>
'''Movement Speed:''' 42
|''+1 Max Health''
''+1 Attack Damage''


''+1 Movement Speed''
'''Damage Cap:''' 5.5
|''+2 Movement Speed''
|
|
|''+6 Movement Speed''
|-
|-
|Creeper
|Creeper
|<u>-2 Max Health</u>
| -5 Max Health
|''+1 Movement Speed''
|'''Max Health:''' 12
|''+1 Max Health'' per Difficulty Score above 3
'''Movement Speed:''' 15
 
'''Armor:''' 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:''' 13
 
 
'''Damage Cap:''' 8
|<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:''' 16<ref name=":0" />
'''Attack Damage:''' 65
 
'''Movement Speed:''' 20
 
'''Armor:''' 9
 
'''Damage Cap:''' 14
|in '''The End:'''
 
* +20% Attack Damage
* +15% Movement Speed
|-
|Phantom
| -15 Max Health
-1.5 Attack Damage
|'''Max Health:''' 10
'''Attack Damage:''' 45
 
'''Armor:''' 5
 
'''Damage Cap:''' 6
|
|
| +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>
-4% Movement Speed
 
+66% Knockback Resistance
|'''Max Health:''' 16
'''Movement Speed:''' 14


<u>-4% Movement Speed</u>
'''Armor:''' 8


'''Armor Toughness:''' 12


'''Damage Cap:''' 14
|<u>100% chance</u> to equip Iron or Chainmail armor (4x)


'''If in The End:'''
<u>40% chance</u> to equip a bow with {{Stack|effect:Wither}}Wither arrows
|-
|Piglin
| -2 Max Health
-0.5 Attack Damage


''+4 Max Health''
-4% Movement Speed
|'''Max Health:''' 16
'''Movement Speed:''' 8


''+4 Attack Damage''
'''Armor:''' 4


''+4 Movement Speed''
'''Armor Toughness:''' 8
|''+2 Max Health''
''+2 Attack Damage''


''+2 Movement Speed''
'''Damage Cap:''' 11
| ''+2 Armour''
|33% chance to equip Gold armor (4x)
|''+5 Attack Damage''
|''+3 Armour''
''+8 Movement Speed''
|-
|-
|Phantom
|Zombified Piglin
| Take damage when in water
| -3 Max Health
-2.5 Attack Damage
 
-2% Movement Speed
|'''Max Health:''' 18
'''Attack Damage:''' 55
 
'''Movement Speed:''' 25
 
'''Damage Cap:''' 9
|
|
|<u>-50% Attack Damage</u> if difficulty score <4
|-
| <u>-50% Max Health</u> if difficulty score <8
|Pillager
| -4 Max Health
-15% Movement Speed
|'''Max Health:''' 10
'''Movement Speed:''' 24
 
'''Armor:''' 14
 
'''Armor Toughness:''' 15
 
'''Damage Cap:''' 3
|If '''Patrol Leader:'''
 
* Piercing Enchantment
 
If i'''n Patrol:'''
 
* '''Movement Speed:''' 34
 
If '''in Raid Wave 4+:'''
 
* '''Max Health:''' 18
* '''Armor:''' 24
 
If '''in Raid Wave 5/6/7/8:'''
 
* 20/40/60/80% chance of Piercing Enchantment
|-
|Vindicator
| -4 Max Health
-3 Attack Damage
 
-10% Movement Speed
|'''Max Health:''' 15
'''Attack Damage:''' 45
 
'''Movement Speed:''' 30
 
'''Armor:''' 14
 
'''Damage Cap:''' 10
|If '''in Raid Wave 4+:'''
* '''Max Health:''' 30
* '''Armor Toughness:''' 10
|-
|Evoker
| -4 Max Health
-10% Movement Speed
|'''Max Health:''' 10
'''Movement Speed:''' 30
 
'''Armor:''' 8
 
 
'''Damage Cap:''' 10
|
|
|-
|-
| Wither Skeleton
|Ravager
| -20 Max Health
-3 Attack Damage
 
-10% Movement Speed
|'''Max Health:''' 70
 
'''Attack Damage:''' 45
 
'''Movement Speed:''' 22
 
'''Armor:''' 10
 
 
'''Damage Cap:''' 19.5
|
|
|''+1 Max Health''
|-
''+1 Attack Damage''
|Hoglin / Zoglin
| -16 Max Health
-14% Movement Speed
|'''Max Health:''' 65
'''Attack Damage:''' 40


''+1 Movement Speed''
'''Movement Speed:''' 18
|7.5% chance to spawn with bow and wither tipped arrows
|''+3 Attack Damage''
|''+5 Max Health''
''+3 Attack Damage''


''+2 Movement Speed''
'''Armor:''' 10
 
 
'''Damage Cap:''' 16
|
|-
|-
|Piglin/Zombified Piglin
|Guardian
|<u>-2 Attack Damage</u><u>-4% Movement Speed</u>
| -3 Attack Damage
|''+1 Attack Damage''
|'''Attack Damage:''' 60
''+1 Movement Speed''
 
|
|''+ 4 Movement Speed''
|''+5 Attack Damage''
''+1 Armour''


''+5 Armour Toughness''
'''Damage Cap:''' 9
|-
| Ghast
|Does not gain any Stat Points
|
|
| +5% chance to spawn another Ghast
| +10% chance to spawn another Ghast
|spawn another Ghast
the chance to spawn another still applies
|-
|-
|Blaze
|Blaze
|<u>-75% Attack Damage</u> if difficulty score <4
| -8 Max Health
-3 Attack Damage
|'''Max Health:''' 13
'''Attack Damage:''' 45
 
'''Armor:''' 20
 
'''Armor Toughness:''' 10
 


This only affects the melee attack
'''Damage Cap:''' 7.5
|''+1 Armour''
|
|
|''+5 Armour''
|''+4 Attack Damage''
''+2 Armour Toughness''
|-
|-
|Other
|Silverfish / Endermite
| -6 Max Health
-5% Movement Speed
|'''Max Health:''' 3
'''Attack Damage:''' 10
 
'''Movement Speed:''' 10
 
 
'''Damage Cap:''' 3
|
|
|''+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
! Effects on
!Effects on
any mob  
any mob  
!Effects on
!Effects on
Zombies/Husks/Drowned
Zombies/Husks/Drowned
! Effects on
!Effects on
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''
+25% Armor


''+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''
|
+25% reinforcement chance
|'''Movement Speed:''' 22
'''Armor Toughness:''' 6
|'''Cave Spider:'''
 
* +15% Movement Speed
 
'''Creeper:'''


15% chance to spawn with an Unidentified Pickaxe
* Explosion Radius increased to 4
|''+2 Movement Speed''
 
''+2 Armour Toughness''
'''Spider:'''
|'''Spider:''' 5% chance on Invisibility
 
| +1 Blast Radius
* <u>10% chance</u> of Invisibility
|
|
|-
|-
|
|
Line 298: Line 470:
Eroded Badlands  
Eroded Badlands  
|}
|}
|''+3 Movement Speed''
|<nowiki>+10% Movement Speed</nowiki>
|50% chance of fire aspect enchantment
'''Husk:'''


* -65% Max Health
<u>40% chance</u> of Fire Aspect Enchantment
 
<u>40% chance</u> of Flame enchantment
|'''Husk:'''
*-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
|-
|-
|
|
Line 322: Line 506:
Deep Frozen Ocean  
Deep Frozen Ocean  
|}
|}
|''+8 Armour Toughness''
| +60% Armor Toughness
|'''Drowned''': ''+4 Attack Damage''
|'''Drowned''':
|
 
|
* +20% Movement Speed
|
|
|
|
|
Line 336: Line 519:
|Sunflower Plains
|Sunflower Plains
Flower Forest
Flower Forest
Cherry Grove


Lush Caves  
Lush Caves  
|}  
|}  
|
|
| -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 10% Movement Speed
'''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%.
 
Killing a Spore Zombie can drop the Spore which will respawn a new Spore Zombie after 8 seconds.
 
Drop chance of spores starts at 100%, reduced by 10 for each subsequent respawn.
 
Setting Spore Zombies on fire destroys the Spore.
|85% chance to be replaced with 3 zombies.
 
In '''Lush Caves''' only 1 zombie spawns
|'''Enderman:'''
 
* 50% chance to be replaced with a Slime
 
'''Creeper:'''
 
* Invisible until it gets close to a player
* Explosion Radius reduced to 2
 
'''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)
'''Cave Spider / Spider (in Lush Caves):'''
 
* Replaced with 4 Silverfish
 
'''Silverfish (in Lush Caves):'''


respawns the mob after 8 seconds, this
* <u>50% chance</u> to spawn a Silverfish when hitting a player


effect will repeat 10 times.
|85% chance to be replaced with 3 zombies
|'''Lush Caves''': 50% chance to be
replaced with 4 silverfish
|15% chance to be invisible until lit
-1 Blast Radius
|15% chance to increase in size, twice
| 50% chance to be replaced with a slime
|-
|-
|
|
Line 358: Line 576:
|+'''Growth'''
|+'''Growth'''
|-
|-
| Snowy Taiga
|Snowy Taiga
Grove
Grove


Line 371: Line 589:
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


Spawns with melee
'''Creeper:'''


weapons
* +20% Movement Speed
|Spawns another (cave) spider
 
50% chance to spawn a third
'''Slime:'''
|
 
|Grow 2 sizes
* Spawn additional small Slimes, 1 per size above 0
Spawn 3 slimes one size smaller
|
|-
|-
|
|
Line 402: Line 623:


Stony Shores
Stony Shores
Cherry Grove


Meadow
Meadow
Line 411: Line 634:
Eroded Badlands  
Eroded Badlands  
|}  
|}  
| ''+2 Attack Damage''
| +25% Armor
|''+6 Armour Toughness''
 
+2 Attack Knockback
+50% Armor Toughness
 
Mob Difficulty +20%


40% chance of Knockback enchantment
<u>40% chance</u> for Knockback Enchantment


-100% chance to spawn reinforcements
<u>35% chance</u> for Punch Enchantment
|''+5 Armour Toughness''
|<u>40% chance</u> to spawn a Phantom
30% chance of Punch enchantment
 
|Jump Boost II
+1 Attack Knockback
|
 
|
Max Health Base +6
|
|
|'''Cave Spider / Spider:'''
* <u>40% chance</u> of {{Stack|effect:Speed}}Speed
'''Creeper:'''
* +40% Knockback Resistance
|-
|-
|
|
Line 431: Line 662:
|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
|'''Guardian'''


50% chance to spawn a Drowned, twice
* '''Attack Damage:''' 90
|
* '''Damage Cap:''' 12
|
|
|
|
|-
|-
|
|
Line 476: Line 703:
Deep Frozen Ocean  
Deep Frozen Ocean  
|}
|}
|''+8 Max Health''
|<nowiki>-15% Movement Speed</nowiki>
 
+15% Max Health
|Attacks apply {{Stack|effect:Slowness}} Slowness (0:15)
|'''Stray:'''
 
* {{Stack|effect:Slowness}} Slowness III (0:30) arrows
|'''Cave Spider / Spider:'''


-15% Movement Speed
* Attacks apply {{Stack|effect:Slowness}} Slowness (0:15)
|Attacks apply:
 
'''Creeper:'''
 
* Replaced with either a Zombie or a Skeleton
 
'''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
|
|
|
|
|-
|-
|
|
Line 502: Line 738:
|}  
|}  
| -25% Attack Damage
| -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


*Weakness & Hunger (0:05) at Difficulty Score of <=3
'''Creeper:'''
*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
* Leaves a cloud of {{Stack|effect:Weakness}} Weakness II, {{Stack|effect:Blindness}} Blindness, {{Stack|effect:Nausea}} Nausea and {{Stack|effect:Hunger}}Hunger II
|Blindness
Weakness


Nausea
'''Slime:'''


Hunger II
* Attacks apply {{Stack|effect:Poison}} Poison and {{Stack|effect:Nausea}}Nausea (0:15)
|Applies Poison on landing,
 
effect radius depends on size
'''Spider:'''
 
* spawn 3 Cave Spiders with -3 Max Health
|}
{| 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
!Effect on
Blaze
|-
|Nether Wastes
|
|
|
|
|95% chance to replace with Blaze
| +100% Movement Speed
|-
|Soul Sand Valley
|
|
|{{Stack|effect:Fire Resistance}}Fire Resistance
|
|90% chance to replace with Wither Skeleton
|
|-
|Crimson Forest
|'''Max Health:''' 46
|<u>33% chance</u> to spawn with Gold armor (4x)
|
|
|
|
|-
|Warped Forest
|
|
|
|
|33% chance to spawn another enderman
|
|-
|Basalt Deltas
|
|
|
|Size +1 (up to 3)
+15% Attack Damage
|
|
|
|}
|}
Line 537: Line 828:
|22 Aug 2022
|22 Aug 2022
|Released Combat Expanded
|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}}
{{Notes}}


<references />
<references />
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