This mini mod attempts at making the mace more balanced while also not nerfing it to the point that it becomes another useless trophy / niche gimmick item.
The mod introduces the following changes:
- Density and Breach enchantments are now mutually exclusive
- Smash attacks are now much less effective against entities with armor
Namely, the damage reduction is computed as follows: new damage = old damage * (1 - (0.04 * (armor points - 15 * (1 - (1 - 0.15 * breach level)))))
This change creates a distinct difference between the breach and density enchantments wherein breach becomes much more effective against armored targets while density remains effective against most other un-armored entities, making people favor one enchantment over the other depending on the types of entities they want to fight (regular mobs vs armored players)
From testing, smash hits with Breach IV and wind charges / Wind Burst III against full protection IV netherite armor takes around 3 smash attacks to fully defeat the mob (2 if the wind charge hits are well-timed) while Density V takes 5-6 smash attacks
- Changed the Mace's attack damage and speed to 11 and 1 (similar to an axe)
- Wind Burst now activates when the player is falling instead of from smash attacks
This better justifies the enchantment's elusiveness given that it could currently take around 20+ trial chambers just to obtain one book with this enchantment
In a future release, most of the settings/changes listed will be configurable. Source Code will be available soon (probably once 1.21 releases)
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ibarnstormer
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