#Modpack Medieval MC Fabric MMC1
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@spring pendant zenith update changed armor formula to match apotheosis and i had to lower some armor numbers, but otherwise these are all the same changes
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original text (deleted it): Modpack: Medieval MC Fabric MMC1
Suggestion: dungeon_difficulty_v2.json
- Decrease mob armor scaling, utilize some trickery with toughness to make mob armor way more intuitive (details below)
- Make twilight forest and minecells a little easier
- Special scaling for Mutant Monsters, bosses, and the Glass Ocean dimension
- Fix loot scaling issues with a couple nonfunctional mods (Mostly Wizards+Paladins)
- Remove non-relic stats being added to relics
- Immersive Structures jungle airships should no longer have ridiculously strong armor due to unintended multiplying
- Spellblade scaling nerfed a bit on recommendation of @granite wind
- Other pretty small numbers changes
Why: - The "damage curve" has been a huge problem for players wanting to play "standard" melee builds. Even 30+ damage weapons deal only 2-3 damage to high armor mobs, until suddenly after enough grinding they deal enough to ignore armor entirely. This feels really weird. With the new values (abusing the armor calculation formula a little bit), physical damage now has a flat 5-35% reduction against mobs, based on dimension difficulty, and the % reduction isn't affected by the strength of the attack. (Thanks @balmy walrus for helping playtest early game builds!)
- Twilight forest is more of an early game adventure, the naga was nearly impossible for starting builds, so it should be easier.
- Minecells is supposed to be a "hack and slash" style playthrough, and the loot was also nerfed, so it should be easier too. (this nerf is pretty small, though)
- Mutant monsters and a couple other bosses (void blossom and the nether gauntlet) are way too weak for how cool their fights could be, so they're buffed. Nothing crazy, they should just no longer die in 1 hit.
- Archmagus drops some of the strongest weapons in the modpack while being one of the weakest bosses. He's now a solid mid-game fight, and his "minions" should also be a bit stronger and can now drop decent spellblades loot. (Thanks @granite wind for helping playtest the Archmagus fight as well)
- The ender dragon and void shadow are nerfed back a bit, as buffing them didn't make them any "harder," just tedious, and there's no way to scale their damage or other attributes.
- Relics getting assigned extra stats is confusing because those stats don't apply when affixing to armor.
- Paladins & Priests gear should be about equivalent in stats to the other magic schools/melee weapons in loot.
if you want to reference any of it
oops i forgot to pick my league champ