Archived 1.9 Massivemob Balance

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nray93

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1.9 made a some changes. Some more liked , some .... less liked. However vanilla pve is still bearable and relatively balanced,

The balance of players vs MassiveMobs however was massively shifted. The main changes responsible for that are the new armor formular and the Strenght change,

Strenght:
I take strenght into consideration because by now every darkroom has the usual beacon buffs active. And lets be honest at least 95%ish of mobs are fought in such darkrooms.
Strenght used to be very OP , now it´s effect are neglectable with it only adding 3 points of damage per level.

A comparison:
1.8
A Sharp 5 Diamond Sword with strenght 1 dealt 14.25*2.3=32.775 damage (and thats without critting).
1.9
A Sharp 5 Diamond Sword with strenght 1 deals 10+3=13 damage.

Why this disatvantages players vs Massivemobs:
Players (especialy in darkrooms) constantly use strenght, mobs do not. This means that the damage mob deal to players is mostly unaffected while Players deal significantly less melee damage to mobs.

Armor:
Armor can still prevent up to 80% of the damage. Note that I wrote "up to" because now every point of raw damage reduces your effective armor.

Warning: MATH


The exact formular (from the minecraft wiki) is:
damage = damage * ( 1 - max( defensePoints / 5, defensePoints - damage / (2 + (toughness / 4) ) ) / 25 )

Looks a bit complicated so I will simplify it as much as I can. Lets start by explaining some terms.

defensePoints is your armor each half of a armor symbol is 1 point. Max defensePoints is 20.

toughness is a hidden value it starts at 0 and you get +2 per piece of diamond armor you are wearing (so full diamond gets you +8 toughness).

max in this case means the maximum out of 2 cases. I highlighted both cases with red and orange.

The damage will be multiplied by either
1-(defensePoints/5)/25 OR
1-(defensePoints-damage/(2+(thoughness/4)))/25 ,
whichever is higher.

The first being 1/5 of the armor so no matter how high the damage , it gets reduced by at least 1/5 of the defensePoints. However this almost never happens as it would require very low armor and or very high attack damage.

Now to the second bit. It states that the damage you recieve substracts from the defensePoints (your armor protection). This subtraction is reduced by your toughness. With 0 toughness you lose 1 point of armor per 2 damage. With 8 toughness you lose 1 point of armor per 4 damage.
That means the harder you get hit, the less your armor protects you.


Why this disatvantages Players and not MassiveMobs:
Players mostly use Top tier Armor , MassiveMobs use low tier armor but strongly increased HP. Players recieve more damage from MassiveMobs now.


Conclusion: Players now recieve more and deal significantly less damage to MassiveMobs, making it a real pain to fight them.
Massivecraft , please fix


Main Sources:
http://minecraft.gamepedia.com/Armor#Damage_Protection
http://minecraft.gamepedia.com/Damage
http://minecraft.gamepedia.com/Status_effect#List_of_effects
Singleplayer testing.
Darkrooming

Bonus:
Mobs are now Recruiting more Archers.
Do you want to annoy players?
Do you want to back away while shooting arrows that deal 3-4 damage through god armor and knock players back into mob hordes?
Then join today and you get a free punch bow to help you turn darkrooms into saltmines.
Sponsored by Undead Trapper
 
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Maybe weaken the lower-tier mobs, but the more powerful (and rare) mobs should remain obscenely difficult to defeat.
 
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