Heads up: the damage system is about to get a lot better
Added 2022-01-27 13:57:31 +0000 UTCThis is an important notification for everyone running EliteMobs dungeons, the damage system is about to get significant tweaks which will significantly improve your experience playing EliteMobs, but you may want to adjust the difficulty once you get it!
If you are serious about setting up your dungeons, please try to read this in full. I will repeat parts of this in announcements as it becomes relevant. If you really don’t want to read, skip to the end.
Intro:
One complaint users have about EliteMobs is the inconsistent damage. Sometimes players seem to get 1-shot by mobs they should be geared to killed, other times what look like bosses fail to get even a single point of damage in, even if the player goes AFK while under attack.
With the latest snapshot build, a set of permanent solutions were finally found which should drastically improve the experience of playing EliteMobs for all.
Phase 1 (right now):
1) Several bugs that have been around since the very start of EliteMobs have just been fixed, which finally allows EliteMobs to have very precise control over damage, especially the damage dealt to players.
2) The baseline damages in the mobproperties folder are now basically the amount of damage the bosses deal, divided by 2, if the player is fully equipped in gear of the same level as the boss.
3) The damage multiplier of regional / custom bosses now applies to the baseline damage instead of the total damage. This is for a long list of very good reasons that have to do with how controllable and predictable damage is, which I can explain in-depth if someone is interested.
4) Custom Bosses now has a normalizedCombat option, which, when enabled, will override any mobproperties and use the normalized settings in the MobCombatSettings.yml. This is currently used by Primis and makes tweaking dungeon difficulty globally but independently from the rest of EliteMobs possible and makes creating dungeons much easier. Normalized bosses share stats which, by default, are identical to an Elite Zombie in health and damage.
5) Loot-related issues have been fixed which were leading players to be able to gear up significantly faster than they were meant to. Additionally, and based on feedback, diamond gear / tridents will now drop starting at level 17+ (by default, configurable) instead of at level 7 in order to preserve vanilla progression for longer. Netherite continues to not be dropped by default.
For this phase, you may notice that some dungeon encounters suddenly become a slightly easier / harder. This is especially true for bosses that are meant to have a lot of health or deal a lot of damage. The numbers should hopefully globally hold up but cleaning up may be necessary.
Phase 2 (shortly after the next public build build):
1) The flip will be switched, and all regional bosses will start using normalizedCombat by default. This will finally stop the issue where some bosses seem to do no damage at all, when suddenly the ones next door 1-shot players, even though both are the same level and look similar. This, however, will require updating the dungeons, as the current encounters were planned with the old settings in mind.
2) All of the dungeons will be updated with new multipliers, among other fixes.
Please note that 1) and 2) will happen at the same time, as I will delay flipping the switch until all dungeons are ready for the updated release.
For this phase, you will want to update the dungeons, either through here or by doing it yourselves. You will notice an extremely significant change in encounter difficulty and balance issues if you do not.
I apologize ahead of time for the inconvenience, but I believe everyone will agree that this rebalancing will be a significant improvement to EliteMobs.
For those seeking to retain the current difficulty, or who for some reason do not want to or are not able to update the dungeons, phase 2 combat normalization will be an optional setting which you will be able to turn off. However, do keep in mind that, moving forward, all dungeons will be balanced with the normalized combat option turned on. If you turn it off, you will have to rebalance all the future (and current) dungeons on your own.
The really short version: dungeon balance shifted a bit now; it will probably be fine though. It will change a LOT later (for dungeons only), and every dungeon will be updated. You will want to update your dungeons when that happens.
Happy adventuring,
- MagmaGuy