tristankechlo / LivingThings

Minecraft Mod: Living Things | adds various new mobs to the game
https://www.curseforge.com/minecraft/mc-mods/living-things
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[Enhancement]: Nether Knight loots are unbalanced #49

Open Franco227 opened 6 days ago

Franco227 commented 6 days ago

What is your idea?

The Nether Knight currently always drops a Netherite Axe AND a Netherite Sword, enchanted with Sharpness II + Efficiency I/II/III for the axe, and Sharpness II/III/IV + Looting I for the sword. Despite the Nether Knight's high health and damage, it is easily beatable by towering up, blocking its path or putting it in a boat, giving these rare loots for basically free. On top of that, this mob isn't very rare, so you quickly end up with a bunch of swords and axe, making it too overpowered.

My suggestion is that either the Nether Knight should be massively buffed (more health, and maybe a ranged attack) and its spawn rate nerfed, either its weapons shouldn't drop 100% of the time. With its current spawn rate and statistics, a 25% chance for each weapon to drop sounds more reasonable than the current 100% chance for both.

Related to another problem or bug

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Additional context

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tristankechlo commented 5 days ago

The dropchance for the weapons can be adjusted through the config.
Inside ./minecraft/config/livingthings/nether_knight.json you can set the value weaponDropChance to a lower chance.
The value will be used for both weapons.

tristankechlo commented 5 days ago

But as you suggested, I will probably lower the default value that is used while generating a new config.

Franco227 commented 5 days ago

I wasn't aware of the config, that solves my issue. After a bit of testing, these values looks fairly balanced to me :

"canAttack": true,
"health": 250.0,
"movementSpeed": 0.26,
"attackDamage": 10.0,
"weaponDropChance": 33.3,
"spawning": {
    "spawnWeight": 5,
    "minSpawnCount": 1,
    "maxSpawnCount": 1
}