Combat Expanded: Difference between revisions

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====Weapons====
====Weapons====
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
! colspan="4" |
! colspan="4" |
Possible Weapon Modifiers
Possible Weapon Modifiers
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==== Armor====
==== Armor====
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
! colspan="5" |
! colspan="5" |
Possible Armor Modifiers
Possible Armor Modifiers

Revision as of 04:54, 22 October 2022

Combat Expanded

Module TypeStand Alone
Created byThanathor
Compatible MC Versions1.19

This module adds custom modifiers to armor, 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 as Unidentified weapons or armor.

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 receive additional bonusses depending on what biome they spawn in.

Biome Modifiers
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
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 Medium
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
Modifier Effects
Dark[1] Mobs are slightly stronger.

Creepers have a higher blast radius.

Burned Mobs are weaker but faster.

Husks spawn in large swarms.

High chance of Fire Aspect and Flame enchantments.

Deep Drowned are more powerful.
Flowering

Zombies have lower health but respawn when killed. Slimes are larger and spawn more often.

Growth Mobs are weaker but spawn in small groups.

Skeletons use melee weapons.

High chance of Projectile Protection enchantment.

Mountainous Mobs are stronger but spawn less.

High chance of Knockback and Punch enchantments.

Reef Drowned are much more powerful and spawn with tridents more often.
Snowy

Mobs are slower but healthier. Most attacks will apply Slowness.

Toxic Mobs are weaker but apply Weakness and Poison.

Spiders spawn in larger 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.

Items

Obtaining and Identification

Custom weapons and armor are dropped with the same rate as naturally spawned equipment at 8.5%, scaling with looting. Any items dropped like this will be prefixed with "Unidentified" and will work identical to their vanilla counterpart.

Unidentified items can be identified to unlock their special effects. Weapons are always identified on their first use damaging any mob or player while armor needs its activation requirement to be fulfilled (armor with the "equipped" requirement is identified immediately).

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).

Weapons

Possible Weapon Modifiers

Weapon

Passive Effects On-Hit Effects Rarity
Deliberate +0.5-2.0 Attack Damage

-0.2-0.5 Attack Speed

common

Swift -0.5-2.0 Attack Damage

+0.2-0.5 Attack Speed

common
Light -0.5-2.0 Attack Damage

+5-20% Movement Speed

common
Heavy +0.5-2.0 Attack Damage

-5-20% Movement Speed

Knockback I/II Enchant

common
Flaming -0.5-2.0 Attack Damage

Fire Aspect III/IV/V Enchant

common

Venomous -0.5-2.0 Attack Damage

Either: Poison I/II (0:08)

Poison I (0:30)

common
Crippling -0.2-0.5 Attack Speed Slowness I/II/III and

Weakness I (0:04)

common
Spectral -0.5-2.0 Attack Damage Glowing (0:30)

If the target did not have

Glowing: Wither II/III/IV (0:10)

common
Ascended -0.5-2.0 Attack Damage Levitation VI/VIII/X (0:01) rare
Resonating

1 Attack Damage

Two seconds after the hit:

Target is dealt 4/6/8 damage

ignoring armor and resistances

rare
Chaotic -0.2-0.5 Attack Speed

Is randomly enchanted

If weapon is enchanted:

Change enchantments to new

random ones (level 15-40)

rare
Yearning +0.5-2.0 Attack Damage Apply to wielder:

Saturation (0:01)

Hunger X (0:15)

rare

Divine

0.5 Attack Damage

-0.2-0.5 Attack Speed

Instant Heath I/II/III epic
Demonic x1.5 Attack Damage Apply to wielder:

Wither (0:01)

epic

Armor

Possible Armor Modifiers

Armour Passive Effects Activation Active Effects

Rarity

Scouting -0.5-2.0 Attack Damage No damage taken for 4 seconds +10-25% Movement Speed common
Focused -10-25% Attack Speed No damage taken for 4 seconds +1-4 Attack Damage common
Shielded No damage taken for 4 seconds

Absorption I/II/III taking any damage fully removes the effect

common
Sly -1-3 Armor

No damage taken for 4 seconds

Invisibility

Jump Boost I/II

rare
Overwhelming +2-8 Attack Damage

+20-50% Attack Speed

+10-40% Movement Speed

No damage taken for 4 seconds Wither II (0:01) epic
Thorny Enchanted with Thorns I/II Health below 50% of max Thorns set to level XIV/XV/XVI/XVII

Has no effect if the armor does not

have the Thorns enchantment

common
Berserkers -1-3 Armor Health below 50% of max +1-4 Attack Damage common

Rejuvenating

-5-20% Movement Speed Health below 50% of max Regenerate half a heart, cooldown of

2.4/3.2/4.0/4.8 seconds

common

Soothing Health below 50% of max Instant Health I/II/II within 1.75/2.25/3 blocks respectively

Players receive one level lower instead

Players within 3 blocks gain Regeneration II (0:04)

Can only occur once per Minecraft day

rare
Dashing -5-20% Movement Speed Health above 50% of max Speed & Hunger ramping from level I to V every 5 seconds

as long as the wearer keeps sprinting

Every additional Dashing piece reduces the time between steps by 50%

common
Poised Health above 50% of max +10-25% Attack Speed common
Solid -5-20% Movement Speed Health above 50% of max +1-3 Armor

+1 Knockback Resist

common
Vigorous Health above 50% of max Mining Fatigue /Poison /Wither immunity

Hunger /Blindness /Nausea /Weakness immunity

rare
Custodians Health above 50% of max Players except the wearer within 12 blocks have Resistance II

Any damage reduced by this effect (up to 4 per player per 0.8 seconds)

is dealt to the wearer, ignoring armor and resistances

epic

Vampiric

-1-3 Armor After killing an entity Regenerate half a heart. Can only happen once every 0.8 seconds

Additional Vampiric pieces stack the effect

common

Reckless -1-3 Armor After killing an entity +10-25% Attack Speed (0:04)

+5-20% Movement Speed (0:04)

common
Chilling -10-25% Attack Speed After killing an entity Freeze mobs within 8 blocks for 1-2 seconds.

Level II effect also applies Wither IV over duration

common
Devouring +0.01-0.03 Attack Damage After killing an entity Permanently increase this pieces Passive Effect by 0.01-0.03, up

to 3-6 Attack Damage. Can only happen once every 0.8 seconds

rare
Satiated[2] +3-6 Attack Damage rare
Retaliatory Taken damage within 2.4 seconds +1-4 Attack Damage

+10-25% Attack Speed

common
Guarding -5-20% Movement Speed

+1 Knockback Resist

Taken damage within 2.4 seconds +1-3 Armor common

Stalling

On taking damage Resistance I/II/III (0:02) to all entities within 2 blocks

common

Reactive -1-3 Armor On taking damage Absorption I/II/III (0:03), additional Reactive pieces stack the effects level

Effect does not trigger when taking damage to yellow Absorption hearts

rare
Vorpal +1 Knockback Resist On taking damage Teleport to a random location within 16 blocks epic
Expelling On taking damage Clear all effects and store them in a lingering potion that is dropped at

the wearers feet, has a cooldown of 1 minute per Expelling piece

epic
Lunar Night-time Depending on the moon phase add 0/1/2.5/5/10% to

Attack Damage, Attack Speed, Movement Speed and Armor

Full moon grants the highest level of effect, new moon the lowest

common
Gloomy -5-20% Movement Speed Night-time Slowness I/II/III (0:02) to entities except the wearer within 6 blocks common
Nocturnal Night-time +1-4 Attack Damage

+5-20% Movement Speed

common
Umbral -1-3 Armor Night-time Resistance IV as long as the wearer has hunger haunches

Taking damage applies Hunger C (0:01)

rare
Canine -1-4 Attack Damage 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

common
Bolstering -3/6 Attack Damage Equipped Strength I/II (0:02) to players except the wearer within 5 blocks common

Radiant

Equipped A constant light will follow the wearer

Crouching will grant the Glowing effect and will pulse a light at the wearer

common
Merchants Equipped Spawn a Wandering Trader if it is daytime, this effect can only occur

once per minecraft day

rare
Challengers Enchanted with Curse of Vanishing Equipped Raise the wearers difficulty score by 1, this can exceed the normal cap

of 10. Additional Challengers pieces stack the effect

epic

Advancements

Advancement Requirement
Hidden Power
Identify a weapon or piece of armor looted from a mob
Identify a weapon or piece of Unidentified armor
True Survivor
Stay alive for 10 days in a row
Survive for over 9 full minecraft days (3 hours)
Full Potential
Wear a full set of identified armor and a weapon to go with it
Wear an Identified armor piece in each slot and hold

an Identified weapon in your mainhand (the armor does

not have to be active)

Give Me More!
When tough is not good enough
Wear a piece of Challenger armor
Sentinel
Give your life defending your allies
Die from self-damage from the Custodians armor

Technical Details

Difficulty Calculation

Each player has their own Difficulty Score, based on the Minecraft days they have spent in the world in total (Dt) and the Minecraft days they have spent since their last death (Da). Both of these values are capped at 10.

The formula for the Difficulty Score depends on the world difficulty.

Easyː ROUND((Dt*Ds-4)/14), Difficulty Score is capped at 7

Normalː ROUND((Dt*Ds-2)/13), Difficulty Score is capped at 8

Hardː ROUND((Dt*Ds)/10), Difficulty Score is capped at 10

Mob Changes

Mobs can be given bonus points 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 +2 health, capped at +30
  • Attack Damage: each point corresponds with +0.5 damage, capped at +7
  • Movement Speed: each point corresponds with +2% speed, capped at +30%
  • Armor: each point corresponds with +1 armor, capped at +7
  • Armor Toughness: each point corresponds with +5 toughness, capped at +35

Mobs will use the Difficulty Score of the nearest player upon spawning.

General Mob Modifiers
Mob Effects Stat Points per

Difficulty Score

Effects at

Difficulty >=4

Effects at

Difficulty >=8

Effects at

Difficulty >=11[3]

Zombie/Husk/Drowned +1 Max Health

+1 Attack Damage

+1 Movement Speed

+1 Armor

+1 Armor Toughness

Can spawn with Axes

+2 Attack Damage

+1 Movement Speed

+2 Armor

Spawn a second Zombie/Husk/Drowned

Double drop rate of worn gear

Skeleton/Stray +1 Max Health +1 Armor Toughness 15% chance for harming tipped arrow Enchanted with a random level of power

Double drop rate of worn gear

Spider/Cave Spider +1 Max Health

+1 Attack Damage

+1 Movement Speed

+2 Movement Speed +6 Movement Speed
Creeper +1 Movement Speed +1 Max Health per Difficulty Score above 3 +4 Armor
Magma Cube/Slime +1 Max Health +5% chance to grow to size 4 +10% chance to grow to size 4

+5% chance to grow to size 5

Enderman If in The End:

+4 Max Health

+4 Attack Damage

+4 Movement Speed

+2 Max Health

+2 Attack Damage

+2 Movement Speed

+2 Armor +5 Attack Damage +3 Armor

+8 Movement Speed

Phantom -50% Max Health if difficulty score <4 +2 Attack Damage

5% chance to grow 2 sizes

Spawns in swarms of 4, of which 2 grow one size
Wither Skeleton +1 Max Health

+1 Attack Damage

+1 Movement Speed

5% chance to spawn with bow and wither tipped arrows +3 Attack Damage +5 Max Health

+3 Attack Damage

+2 Movement Speed

Piglin/Zombified Piglin +1 Max Health

+1 Attack Damage

+1 Movement Speed

+4 Max Health +2 Max Health

+5 Attack Damage

+5 Armor

+1 Armor Toughness

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 -75% Attack Damage if difficulty score <4

This only affects the melee attack

+1 Armor +5 Armor +4 Attack Damage

+2 Armor Toughness

Other +1 Max Health

+1 Attack Damage

+1 Movement Speed

+2 Armor +2 Armor +3 Armor
Biome Specific Mob Modifiers
Biomes Effects on

any mob

Effects on

Zombies/Husks/Drowned

Effects on

Skeletons/Stray

Effects on

Spiders/Cave Spiders

Effects on

Creepers

Effects on Slimes

Effects on

Endermen

Dark +3 Max Health

+3 Attack Damage

+3 Movement Speed

+1 Armor Toughness

+25% chance to spawn reinforcements

15% chance to spawn with an Unidentified Pickaxe

+2 Movement Speed Spider: 5% chance on Invisibility +1 Blast Radius
Burned
Desert

Savanna

Savanna Plateau

Windswept Savanna

Badlands

Wooded Badlands

Eroded Badlands

+3 Movement Speed 50% chance of fire aspect enchantment

Husk:

  • -65% Max Health
  • -25% Attack Damage
  • Spawns in swarms of 7-12 Husks
40% chance of Flame enchantment 50% chance of Fire Resistance 25% shorter fuse (22 seconds)
Deep
Deep Lukewarm Ocean

Deep Ocean

Deep Cold Ocean

Deep Frozen Ocean

+1 Armor Toughness Drowned: +4 Attack Damage
Flowering
Sunflower Plains

Flower Forest

Lush Caves

-25% Max Health

Drops a burnable 'spore' on death that respawns

the mob after 8 seconds, respawned mobs only rarely drop another spore

Lush Caves: 50% chance to be

replaced with 4 silverfish

15% chance to be invisible until lit

25% longer fuse (37 seconds)

15% chance to increase in size, twice 50% chance to be replaced with a slime
Growth
Snowy Taiga

Grove

Taiga

Old Growth Pine Taiga

Old Growth Spruce Taiga

Dark Forest

Mangrove Swamp

80% chance of projectile protection enchantment -25% Max Health

-15% Attack Damage

Spawns in groups of 4

Spawns with melee

weapons

Spawns another (cave) spider

50% chance to spawn a third

Grow 2 sizes

Spawn 3 slimes one size smaller

Mountainous
Snowy Slopes

Jagged Peaks

Frozen Peaks

Windswept Hills

Windswept Gravelly Hills

Windswept Forest

Stony Shores

Meadow

Stony Peaks

Windswept Savanna

Eroded Badlands

+2 Attack Damage +2 Armor

+2 Attack Knockback

40% chance of Knockback enchantment

-100% chance to spawn reinforcements

30% chance of Punch enchantment Jump Boost II
Reef
Warm Ocean
50% chance of depth strider enchantment 40% chance to spawn with a Trident
Snowy
Snowy Plains

Ice Spikes

Snowy Taiga

Snowy Beach

Grove

Snowy Slopes

Jagged Peaks

Frozen Peaks

Frozen River

Frozen Ocean

Deep Frozen Ocean

+4 Max Health


-15% Movement Speed

Attacks apply:
  • Slowness (0:15) at Difficulty Score of <=3
  • Slowness (0:30) at Difficulty Score of 4 - 8
  • Slowness II (0:30) at Difficulty Score of >=9
Stray: slowness III arrows
Toxic
Swamp

Mangrove Swamp

Jungle

Bamboo Jungle

-25% Attack Damage Attacks apply:
  • Weakness (0:15) at Difficulty Score of <=3
  • Weakness (0:30) at Difficulty Score of 4 - 8
  • Weakness II (0:30) at Difficulty Score of >=9
Poison II (0:05) and

Weakness (0:05) arrows

Spider: spawns 3 cave spiders

Cave Spider: attacks apply

poison II and hunger instead of poison

Blindness

Weakness

Nausea

Applies Poison on landing,

effect radius depends on size

Learn More and Download

Download

History

Version Date Change
1.19 22 Aug 2022 Released Combat Expanded

Notes


  1. Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.
  2. Obtained by fully charging a Devouring armor piece
  3. Difficulties above 10 can only be reached by players wearing Challenger armor, which provides one additional Difficulty Score per piece worn.