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When paired with Scaling Health it appears that a full set of Stellar Armor with Empowered V either has a very high Damage Reduction or it's canceling the upscale damage that Scaling Health does.
The damage that I take with the way I have Scaling Health config'd at 1000 difficulty...
Full set of Stellar Armor, no damage is taken to my health, but armor durability takes quite a bit of damage due to the upscaled damage, which is normal.
Full set of Stellar Armor with Empowered V. Same as the last test.
"Armor Curve + Scaling Health"
Armor Curve is a mod that changes the way armor calculations work. I believe I have it's config set at...
With Scaling Health I set my max health to 100 and my difficulty to 20. With the way I have the stuff config'd touching any cacti without any armor results in this much damage being taken.
Now... this is the damage taken with a full set of Stellar Armor with Empowered V, Still the same damage as above.
Health: 89.09091 / 100
Now I am going to toss some Absorption V, which is 20 Absorb. Something weird happens when taking damage. For the first hit my Absorb gets put from 20 to 9. The next hit I still have 9 Absorb but my Health is at 98.181816 meaning that the absorb still took the damage but it wasn't removed. Any further hits would only deal 2-3 damage at most as long as I have that remaining absorb... unless I took damage that was below 9 absorb then it'll be removed from my absorb.
One strange thing to note is that an regular Stellar Armor set completely blocks all damage taken... as I tested this with 1000 difficulty which puts the damage at...
...no damage was taken to my health but armor durability was taking quite a bit of damage. Maybe lasting for 2-3 hits at most due to the high damage which is normal.
Just wondering if this is normal, although the absorb & DR oddity doesn't seem like it's intended but that might be due to armor curve, maybe.
I did the above with Dark & Ender Armor Sets, both Empowered & regular and I die instantly upon touching the cacti at 1000 difficulty, which is intended due to the high damage being taken.
The text was updated successfully, but these errors were encountered:
Minecraft: 1.12.2
Forge: 14.23.5.2855
Mods: 7
armorcurve-1.2.9
EnderCore-1.12.2-0.5.76
EnderIO-1.12.2-5.3.70
EnderIO-endergy-1.12.2-5.3.70
jei_1.12.2-4.16.1.302
ScalingHealth-1.12.2-1.3.42+147
SilentLib-1.12.2-3.0.13+167
"Scaling Health"
When paired with Scaling Health it appears that a full set of Stellar Armor with Empowered V either has a very high Damage Reduction or it's canceling the upscale damage that Scaling Health does.
The damage that I take with the way I have Scaling Health config'd at 1000 difficulty...
[03:40:59] [Server thread/INFO] [Scaling Health]: cactus on NPC_NAME: 1.0 -> 1251.0 (scale=5.0, affected=250.0, change=1250.0)
Full set of Stellar Armor, no damage is taken to my health, but armor durability takes quite a bit of damage due to the upscaled damage, which is normal.
Full set of Stellar Armor with Empowered V. Same as the last test.
"Armor Curve + Scaling Health"
Armor Curve is a mod that changes the way armor calculations work. I believe I have it's config set at...
armorMultiplier: 0.2
curve: 1
enchEfficiency: 1.0
suddenDeathDivider: 0.5
suddenDeathToughness: 0.5
...for armorMob, Player and unarmoredMob.
With Scaling Health I set my max health to 100 and my difficulty to 20. With the way I have the stuff config'd touching any cacti without any armor results in this much damage being taken.
[03:12:53] [Server thread/INFO] [Scaling Health]: cactus on NPC_NAME: 1.0 -> 26.0 (scale=5.0, affected=5.0, change=25.0)
Health: 74 / 100
Now... this is the damage taken with a full set of Stellar Armor with Empowered V, Still the same damage as above.
Health: 89.09091 / 100
Now I am going to toss some Absorption V, which is 20 Absorb. Something weird happens when taking damage. For the first hit my Absorb gets put from 20 to 9. The next hit I still have 9 Absorb but my Health is at 98.181816 meaning that the absorb still took the damage but it wasn't removed. Any further hits would only deal 2-3 damage at most as long as I have that remaining absorb... unless I took damage that was below 9 absorb then it'll be removed from my absorb.
One strange thing to note is that an regular Stellar Armor set completely blocks all damage taken... as I tested this with 1000 difficulty which puts the damage at...
[03:40:59] [Server thread/INFO] [Scaling Health]: cactus on NPC_NAME: 1.0 -> 1251.0 (scale=5.0, affected=250.0, change=1250.0)
...no damage was taken to my health but armor durability was taking quite a bit of damage. Maybe lasting for 2-3 hits at most due to the high damage which is normal.
Just wondering if this is normal, although the absorb & DR oddity doesn't seem like it's intended but that might be due to armor curve, maybe.
I did the above with Dark & Ender Armor Sets, both Empowered & regular and I die instantly upon touching the cacti at 1000 difficulty, which is intended due to the high damage being taken.
The text was updated successfully, but these errors were encountered: