![nerf suit of armor nerf suit of armor](https://ae01.alicdn.com/kf/H0a7346e45bc643368129eb09987c65c3J.jpg)
This reduces the amount of hits performed using the kiting technique. Reduces the time of freezing right on the spot for after missing/hitting. Instead of being frozen in place, they will have a fighting chance against several players who are repeatedly hitting them. Reduce mob stunlock duration to 25%-50% Like I said before, I think the best solution would be to make mobs 'smarter'. However, in my opinion, I still think nerfing damage and armor are cheap solutions, a lot of people actually know why and provided a lot of reasons (in your thread, mostly).īasically, the armor+damage nerf stops players from ganging up on single targets, but makes fighting groups of mobs (spiders, bees, hounds, etc.) very infuriating and annoying to the point that it's easier to fight them in single-player.
![nerf suit of armor nerf suit of armor](https://i.pinimg.com/600x315/d8/01/76/d80176c65e1e66fa76f42db8fb317663.jpg)
#Nerf suit of armor mod
Well, since this is here now, here's the mod I wrote to implement the changes I proposed: DamageRebalance.zipĮdit: Isosurface suggested a better armor scaling: absorption squared. Twice as much seems a bit high, but since log suits and football helmets are the most commonly-used armors, I used the current behavior for them as a reference.Įdit: Isosurface suggested a better armor scaling: absorption squared. I think the actual multiplier on how much damage a player takes with armor could probably be tweaked. This keeps the current behavior for log suits, but makes grass suits worse (honestly who used those anyway?) and all armors better than logs suits a little better. The way armor works in the mod is that players take twice as much damage as they would in single-player, and the absorption is changed to reflect that. (I used 90% because in testing I found that if player just beat on something, sometimes their animation would be shortened by being hit, which is weird, but that's what happened) The idea of this is that if you're fighting something alone, it's just like single player, but if you're fighting together, it's pretty similar to the damage we have currently. If it gets hit by a player again, it checks the last time it was hit by a player, and if that time was less than 90% of a player's attack period ago, it reduces the damage to 60%. The way damage works in the mod is a mob keeps track of the last time it was hit by a player.
![nerf suit of armor nerf suit of armor](https://i.pinimg.com/originals/cf/76/ab/cf76abe91a1e13263b0cf1ecce5cee7f.jpg)
If you nerf one, nerf the other, but I don't think it needed a nerf. I didn't change gold tools, but personally I don't see a reason why they should be any different in single player and multiplayer. Ideally the base game will use something like this in the future. I want this to be a proof of concept, that this system can work in the game and is easy to implement. Well, since this is here now, here's the mod I wrote to implement the changes I proposed: DamageRebalance1.1.zipĪlthough I wrote this as a mod, my intent is not for it to be used as such.