Comments (6)
Hydra: I'm somewhat interested in this, but as it is it's just a way to artificially lengthen the fight and increase the difficulty without adding any nuance. There needs to be some sort of reaction or change in player strategy and right now the player just has to let it happen. There should be some way to perhaps avoid the Hydra champion from splitting if the player does a certain action.
Protector & Supporter: I'm generally against champion abilities that rely on other mobs being present. Reason being is that the ability becomes completely useless if a mob is alone, which is a pretty common case.
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Hydra: Perhaps if the Hydra has a weakness to a damage source where if hit by said damage source it wouldn't split? Would fit in with the 'certain action' bit in a way.
Say if it was weak to 'arrow' damage source and it took damage from something that uses the 'arrow' damage source... this will disrupt the mob in a way that it won't split into more mobs once killed.
I think if going by vanilla terms of damage... the player can inflict these damage sources... as far as I know...
'player': Melee attacks like a sword or a punch
'arrow': Bow & arrows or anything that's like a projectile.
'magic': Poison damage... at least what the Scaling Health Debug info tells me.
'indirectMagic': Splash Potions of Harming.
The player can also inflict 'lava', 'inFire' & 'onFire but then there's Fire Resistance to worry about. There's also 'explosion.player' but that may be a bit of luck to time the TNT explosions not to mention wrecking the terrain.
Protector & Supporter: True, they're useless if the mobs are alone but it can be paired up with... say Infested where you wouldn't do much to the silverfish that spawns if the champion was Infested + Protector while Supporter could grant some powerful buffs. I think Zombie Pigmen might be a close one for this since angering them will lead to them chasing you down.
That reminds me... perhaps silverfish shouldn't get the 'Protector' affix since that could lead to a bit of a problem.
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I'll likely look into adding a Hydra affix where the splitting can be prevented if the champion is on fire or dies from fire damage, with checks to make sure it doesn't end up on a mob that is fire-resistant.
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Will that apply for the Fire Resist Potion Effects if another mod were to add it onto them?
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Hm, that's a good point. It'd be difficult to ascertain potion effect added after spawning.
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Got another affix idea, seeing as you have Cinder which launches orbs that sets you on fire if it hits you & Arctic which is... Ice...? It slows you down when hit so maybe it's ice
I wonder if some form of affix could be added for another element type... one that summons lightning if the orb hits you.
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Related Issues (20)
- Dropping the loot of the monster itself HOT 1
- [1.18.2] Champions HUD stops updating after the player dies HOT 6
- [1.18.2] Champion mobs spawn near beacons
- [1.18.2] Crash with the latest Scaling Health
- [Feature Request] Affix combo blacklist
- [1.16.5] Reflective's DamageSource is the Player attacking HOT 3
- Please change getOrigianalExperience to getDroppedExperience in LivingExperienceDropEvent
- [1.18.2] Feature Request: Gamestage support HOT 3
- Champions Critique - Clarity, Balance, and Addition Requests HOT 8
- Information Request HOT 3
- [1.16.5] /summon entities dont get all stats from ranks config HOT 4
- [1.18] Champions completely ignoring predefined affixes HOT 3
- [1.18.2-2.1.6.0] Generating chunks lags the server / causes tps loss compared to v2.1.5.6 HOT 7
- Forge does not support multiple server configs for updating packs HOT 3
- Concurrent Modification Crash HOT 1
- champions keep crashing whenever i try loading a world HOT 1
- Champions, Beacon, Megatorch Server crash HOT 1
- [1.16.5] Nightconfig can encounter file already opened exception HOT 5
- Champions' 'Boss Bar' renders multiple times (causing compatibility issues) HOT 1
- entities config question
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