Bug Fixes
- Fixed repair point on runic item are 0 instead 1 for SimplySwords weapon compatibility
Add
- Gem Tab Information
- It'll show all the attribute that gem apply
Default Gem Tab
- More Information on player
- Range Weapon API Compatible
- Show only install Range Weapon API
Technical Changes
- Change accuracy cap to 100% from 95%
Combat System Changes
New Damage System v3
The main goal of this is bypass the 30 armor points vanilla limit which prevents users from having high armor values.
System Comparison:
Feature | Vanilla Minecraft | Dominatus v2 (<0.9.6) | Dominatus v3 (Current 0.9.7) |
---|---|---|---|
Base Formula | Complex formula with diminishing returns | Bracket-based system | Simple: damage = damage - defense |
Defense Calculation | armor - (damage / (2 + toughness/4)) |
DP brackets with linear interpolation | defense = armor + (armorToughness * 1.2) |
Maximum Reduction | Can reach 100% | Hard cap at 30% | Hard cap at 90% |
Armor Penetration | Modifies effectiveness value | Not directly addressed | Directly reduces final damage reduction % |
High Armor | Diminishing returns after 20 armor | Bracket system caps benefits | Linear scaling with 90% maximum |
Armor Toughness | Reduces impact of high damage | Small bonus (2-3% at 12 DR) | Direct 1.2× multiplier to defense |
Fix:
- #4 Fix Attribute from other mod not register
New
💎 Gemstone Chest Drops (Available in 0.9.2)
Gemstone Durability
- Gems break when a player is killed by a monster. (each gem have 10% chance)
- The maximum tier of a gemstone is Tri [III]. **Command **
/givegem @p <Auto Suggest from Datapack>
Player Gems Inventory: Max 8 Slots
You can delete a gem if your inventory is full by right-clicking on it. A context menu will appear, allowing you to permanently delete the gem.
Each gem has its own slot limit.
PS: Currently, there are fewer gems, and some textures are reused. I will add more gems and fix some issues when I have time.
🌍 Gemstone Drop Locations
Certain gemstones can be found in specific loot chests across the world. Here's a breakdown of which gemstones are available in which structures:
Structure | Gemstones | Drop Rarity |
---|---|---|
Pillager Outpost Chest | Accuracy , Evasion |
Common |
Desert Pyramid Chest | Accuracy , Evasion |
Common |
Bastion Treasure Chest | Goliath |
Rare |
Abandoned Mineshaft Chest | Miner |
Common |
Bonus Chest (Spawn Chest) | Miner |
Common |
Ancient City Chest | Accuracy , Evasion , Goliath |
Rare |
Example Pyramid Chest
Higher Tier on risk place
💡 Rare drop rates indicate more valuable or powerful gemstones that appear less frequently than common ones.
Change
- MultiHit now require toolitem In hand
- Rebalance the damage reduce to using bracket system armor are useless if not refine
Fix
- unrefine item show refine number
Compatibilty
-
Simply Swords support (50% - only normally item and rune unique have not implement yet.)
New
- Fully Working Slot System (Default Key: G)
- DataDriven Gems (Currently in dev unobtainable only obtain by command)
/givegem <player_name/@p> <auto_suggestion>
fully datadriven only texture are not work at the time using something as placeholder example implement:
{
"type": "dominatus:ruby", <- name of the gem
"attributes": {
"minecraft:generic.attack_damage": { <- any attributes.. if mod just replace minecraft with modid
"id": "gem_damage", <- change to any
"amount": 5.0, <- value
"operation": "add_value" <- modifier type
}
}
}
Fix
- Refinement are render 0 level
- Airborne now Configable
- projectile are not appile crit
TODO
- remake slot into consumable and make it store in player data not as item from
- make a limit slot on gem apply due to some gems are really highly value (balance? nahh just make more gems set)
- rewrite gem slot into tab element for more using and more infomation when appile
Initalize
NOTE: Port from Penomior to 1.21.4 but no interest in 1.21.4 so I back port to 1.21.1 instead so it like I'm rewriting the combat and refinement part instead
Porting Feature All main core:
- Refinement
- Item unbreak
- hit and evasion
- crit chance, damage New Adding :
- Multi Hit Damage
- Air Combo
- Air damage
- Knockdown attack( not implement yet )
- Rewrite UI
- Wrist Item (Accessory?)
Enhance :
- Tweak refinement balance v2
- Correctly position on tabs
- Redraw texture on refinement
- Rewrite UI information for future implement like skill/quest/other mod compatible
New Damage:
DP Range | DR% (dpBaseDR) |
---|---|
0 | 0.00 |
7 | 0.01 (1%) |
14 | 0.02 (2%) |
21 | 0.03 (3%) |
28 | 0.04 (4%) |
35 | 0.05 (5%) |
42 | 0.06 (6%) |
49 | 0.07 (7%) |
56 | 0.08 (8%) |
63 | 0.09 (9%) |
70 | 0.10 (10%) |
77 | 0.11 (11%) |
84 | 0.12 (12%) |
91 | 0.13 (13%) |
98 | 0.14 (14%) |
105 | 0.15 (15%) |
112 | 0.16 (16%) |
119 | 0.17 (17%) |
126 | 0.18 (18%) |
133 | 0.19 (19%) |
140 | 0.20 (20%) |
157 | 0.21 (21%) |
Not Implement Yet :
- LeveL system (all the thing I think it not suit into this mod maybe not continue)
- Stats Point thing (same as lvl it hard to balance, but maybe adding back into other styles like skill tree etc..)