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One of the primary issues with bosses in Minecraft is that it is very easy to abuse certain mechanics to win (looking specifically at you, bow and arrow). Seme bosses have flat damage reduction against certain damage types, but this unintentionally leads to the side effect of nerfing or discouraging said weapon.
Ignoring individual boss mechanics (such as arrow immunity in stage 2 of a fight), my proposal is providing an interface for entities to use which allows them to reduce oncoming damage based on the number of times the weapon's damage type has been used in a row (or % of recent attacks).
As an example, an entity could reduce the damage done by bows by 10% per shot after 5 consecutive hits. The entity could also specify that the reduction only goes back up for every 2 melee hits, or a total reset after 10 attacks of any different type.
A name could be something like ConsecutiveDamageReducee, and the logic would be implemented in the base entity classes when incoming damage occurs.
The text was updated successfully, but these errors were encountered:
One of the primary issues with bosses in Minecraft is that it is very easy to abuse certain mechanics to win (looking specifically at you, bow and arrow). Seme bosses have flat damage reduction against certain damage types, but this unintentionally leads to the side effect of nerfing or discouraging said weapon.
Ignoring individual boss mechanics (such as arrow immunity in stage 2 of a fight), my proposal is providing an interface for entities to use which allows them to reduce oncoming damage based on the number of times the weapon's damage type has been used in a row (or % of recent attacks).
As an example, an entity could reduce the damage done by bows by 10% per shot after 5 consecutive hits. The entity could also specify that the reduction only goes back up for every 2 melee hits, or a total reset after 10 attacks of any different type.
A name could be something like
ConsecutiveDamageReducee
, and the logic would be implemented in the base entity classes when incoming damage occurs.The text was updated successfully, but these errors were encountered: