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MC:Darkseeker Mechanics (Discontinued)

A custom mod that holds many of the main mechanics of the modpack with the same name

File Details

darkseeker 1.0.4.jar

  • B
  • Sep 6, 2022
  • 1.24 MB
  • 56
  • 1.18.2
  • Forge

File Name

darkseeker 1.0.4.jar

Supported Versions

  • 1.18.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:enderseeker-mechanics-664681:3970918")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

PATCH 1.0.4

DUELIST CHANGES:

-Duelists now gain a stack of (Perfection) when successfully performing a (Parry).

-(Perfection) can now ONLY be obtained by slaying monsters.

-(Perfection) can now be stacked infinitely.

-Other Duelists that have been active in combat can now receive (Perfection) stacks when a monster has been slain nearby.

-Hired Mercenaries no longer remove (Perfection) stacks from the Duelist.

-Hired Mercenaries no longer remove (Tempo) stacks from the Duelist.

-Duelists no longer lose stacks of (Tempo) when successfully performing a (Parry).

-Duelists no longer lose stacks of (Tempo) when (Master Instinct) is active.

-Duelist scaling damage increased to 5% MAX HP from 4% MAX HP.

 

MECHANICS CHANGES:

-Sanity recovery has been changed from 5 sanity/2 seconds to 3 sanity/3 seconds.

-If Saturation levels are above 10 (5 drumsticks), Sanity recovery is doubled to 6 sanity/3 seconds.

-Upon respawning (Horror) duration has been changed from 30 seconds to 60 seconds.

-Upon respawning, players now start at 6 health (3 hearts) and 6 hunger (3 drumsticks).

-If a Fallen spawns with a Blood weapon, the weapon is guaranteed to drop after slaying the Fallen.

-Blood Weapons deal no damage, their damage is instead based on the player's current Sanity levels.

Blood Weapons deal (Sanity/2) magic damage.

Blood Weapons deal (20% Max HP) magic damage to it's user.

Blood Dagger deals (10% Max HP) magic damage to it's user.

-Blood Weapons restore 2 durability if it deals a killing blow.

-Blood Weapons restore 4 health (2 hearts) if it deals a killing blow.

-Emerald drop formula has been changed, 

FORTUNE now increases the chance to receive emeralds, 

Drop chance formula (50% + (10% * [Fortune Level]))

LUCK increases the amount of emeralds dropped,

Drop amount formula ([1-3] * (1 + [Luck Level]))

-Monster Crits have been changed, instead of dealing (Base Attack Damage + 10) damage, they deal (Base Attack Damage + [20% Max HP damage]) damage.

-Mercenaries no longer take damage from player scaling damage.

-The Enchant (Replenishing) now plays a sound and spawns particle effects when triggering.