#Monster level differences damage modifiers.

41 messages · Page 1 of 1 (latest)

heady vapor
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Mobs don't despawn on the server at least in the end properly.

At 55 I ran into a lot of red skulls trying to explore the end.

Spawned dragon and it was red skull. (Quests say 50+ so should not have been red skull.)

Someone decided anything with red skull needs to take 1/10 damage from me and deal 5x damage to me.

This combination of issues pretty much locks players out of the end until they have out leveled the area once the first few people have gotten in and started grinding out levels.

In conclusion, can we stop adding punishment mechanics before fixing the bugs that make them unbearable?

valid dune
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I just don't think that it should be a thing in the first place. XP/Loot modifier - maybe, but damage reduction/increase on top of it's scaling from level just smells bad.

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Idk, if it's there then xp/loot should be increased, not reduced, since you had a much harder challenge.

jaunty ember
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I think you might be able to disable this through the mine and slash server config here:

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set that to 100 and it should give you 100 levels of penalty leeway, effectively you'll never have level penalties

sacred coral
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But ye, that skull modifier is stupid, I can kill Blue Skies bosses at lvl45 w/o this bs modifier.

deft jolt
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they take true damage relevant to their hp from melee for some reason

gaunt shell
heady vapor
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So I made a 61 map. I leveled up during the map to 62. When I spawned the boss it was 61 and it was getting a higher level than me bonus to damage and damage received.

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These scripts are broken.

jaunty ember
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Honestly the damage differential on higher level mobs is just a bad mechanic.

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Especially the damage dealt to them.

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Like I get the intention with it, but 1/4 damage outgoing and 75% increase incoming? Bonkers, feels bad, and it feels like a cheap way to gate players.

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Even if there's some super important reason the mechanic has to stay, it's current scaling is just off.

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Though tbf, this would be way less of an issue if mobs just actually despawned, and you didn't end up with crowds of high level shit sticking around in an area cause a high level player farted that direction once.

jaunty ember
gaunt shell
heady vapor
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I was 61 when I made the map

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The boss was 61, a level below me.

heady vapor
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Or are you saying level 61 maps made by a level 61 should spawn a level 70 boss that has a level 61 next to its name?

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Also, this is on the official server.

sacred coral
jaunty ember
gaunt shell
jaunty ember
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It's not the person causing the scaling that runs into issues, anyone that passes through that same area does.

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The original point of the thread was about the same thing happening in the End, which is also an issue I've seen. Someone goes there way above 50 and the next poor sap that goes gets mobbed by stuff they can't fight.

gaunt shell
jaunty ember
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The chunk will spawn low lvl stuff afterwards

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or even at the same time, from what I've seen

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but you still end up with a bunch of high lvl shit that people can't deal with

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I've had to go scorched earth and just kill command everything to clear out areas for players before

gaunt shell
jaunty ember
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no idea, I've just seen it happen a lot, I've ran into WAY higher level stuff than I should be in my own server quite a few times

it might be possible they do despawn after a long time, and we're just finding them before they do, but it seems like they're around forever once they spawn

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someone just made a thread about it, but I do remember in 0.9 stone golems were especially bad about it, like night stuff despawns like it should when the day changes, but golems don't do that

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and they will stay in an area forever