#Modpack Prominence Fabric
1 messages · Page 1 of 1 (latest)
By the way, I left Ranged damage as the only flat scaling damage stat because it already has a bit of a weird multiplicative effect with Projectile Damage, and forgoing the Ranged Damage stat entirely in favor of Projectile Damage would work for everything except it wouldn't show up on the combat page, which I think would just be too confusing.
ouch the lifesteal nerfs. deserved definitely but ouch ;(
have you considered moving the resists over to constitution? think it fits there better imo
like knockback resist, wither resist, fire resist etc
also i think the luckiness change be a bit strong? making luck 0.05 means you need 100 luckiness to get the max value of luck 5, but spending 100 in luck is neigh impossible with the 150 playerEx level cap
just curious about the reasoning behind that change specifically
To be fair the really high lifesteal numbers are totally irrelevant lol, you heal to full in one hit with 20 or 50. But lifesteal would also be a bit more common stat on relics with this
It’s actually an increase from where Nicole had it, it was at 0.04
Though the default for playerex is 0.1, yeah.
I think this would probably be a good sort of change to make for medieval too, but some numbers should probably be changed
Yes, I have been using your playerex stat datapack that you made previously for medieval, it's very good and actually streamlines a lot of stuff for all the new builds that are available right now.
This seems good, although is there any season for the ranged damage being flat and not % based?
But the relic changes seems like a really really good idea, paired with the decreased drop rate ofc
So essentially % ranged damge would be too strong with good arrows?
or well... I mean a bit more complicated than that ofc but kinda?
Well they either meant that or the mod from Daedelus, Projectile Damage, which changes how projectile damage works if I understand it correctly
Well no, % ranged damage actually would do nothing at all lmao. Because the “ranged damage” stat is it’s own separate additive stat from PlayerEx that adds to ranged projectiles and the base is 0. Unless you also happened to find a flat ranged damage relic, there’s no other source of that attribute
And it’s totally separate from “Projectile Damage” which is the damage attribute bows have
So the solutions are:
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Use projectile damage instead of ranged damage for everything. This actually mostly works, except that the ranged damage combat page attribute will always say 0
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Leave ranged damage mostly as is, just nerf the crit damage from stats to be more in line with others (this is what I did)
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Have PlayerEx better implement projectile damage support so that its attribute displays instead of ranged damage on the combat page, then do option 1
Huh, that's kinda weird imo, makes alot of sense why you did it the way you did it. The best option would probably be having the support for projectile damage instead but it that seems kind of outside of the pack-devs control. Thanks for taking the time to explain it all ❤️
@worldly flicker
And yet, it seems to me that 0.5 armour in Constitution is too much. At the moment, Constitution is incredibly strong, and after 30-35 points invested in this attribute and 5-10% lifesteal, you are practically invulnerable.
And if you change the armor from 0.1 to 0.5, then at level 40 you will receive an additional strip of armor, and by level 60 you will absolutely not need wear armor to withstand any damage.
Tbh, you can be stronger without constitution. Imo, only a dedicated healer build on a server should use constitution stat. Enchants can give you the same level of protection without as much effort, good for all other builds because more damage. Hex casting can also give insanely op buffs.
@worldly flicker what about nerf vampirism much more? Its look to me it should be nerfed to 0.5 - 5.0%
Lifesteal relics you mean?
I could definitely see that
Have you played with the current settings combined with lowering your relic drop rate yet?
I think implementing too drastic of balance changes in one update is probably a bad idea
for MMC right?
I'll make a suggestion for that pack, it's up on CF now
give me a sec
pinged you in mmc
Yeah
1.7 whit out any changes )