File Details
The Divine Ruins 1.2.2
- R
- Nov 17, 2021
- 1.98 MB
- 112
- 1.12.2
File Name
The Divine Ruin's-1.2.2.zip
Supported Versions
- 1.12.2
Version 1.2.2
Balancing Update V1.2
Changes:
Due to how broken thermal foundation bows are, I can't balance the modpack properly because of the obsessive damage these can easily stack (from 100 to an upwards of nearly 300 with just Power V, Multishot IV, and Infinity. Probably even more with explosion, homing, and lightning enchants to add on a small amount more of damage or make it more consistent. Also should mention bows CAN get sneak bonuses from Level Up! Reloaded, so this can make their damage EVEN more broken). This is the exact reason I have had to make majority of the buffs to mobs in the last few patches because anyone can easily 10 shot anything ( and 1 shot basically every "trash" mob) in the game and yes that includes stage 5 dragons (which I want to be more of an mid-end game/raid boss-like fight because of the potential of dragon eggs), still haven't tested wither and ender dragon bosses (which if I remember correctly from an old FTB playthrough, was a pushover with redstone arsenal with the same enchants). So I am going to be disabling Multishot in this version and see how balanced the game is because balancing out everything is has been difficult in testing just because of the sheer damage players can hit with them and it limits the amount of powerful bows to the following statement: "Can it take multishot? No? Then it isn't better than diamond reinforced". Quickdraw will still be enabled to serve as a "replacement" for this enchant.
Mobs now get more HP and damage overall (rather than related to difficulty scaling) as Supremium armor and any other armor that is similar has little to no damage taken from blight mobs. Mobs that have had their max health adjusted (dragon's and serpents) now are lowered and scaling will be changed to multi rather than multi_half (which scaled higher health mobs less).
Disabled the "Reflect" enchant from Random Enchants as this negates damage to the point that you'll not need many other enchants (IE: made skeletons obsolete)
Disabled "Swiftness" enchant for bows (increases arrow speed) as you can accomplish the same thing with Level Up! Reloaded arrow levels.
During testing, I had enabled "lose health on death" for scaling health, this was a very major balance to try to counter players killing themselves for less difficulty, but personally, losing 3 health for dying to spawns like Ice and Fire (and other powerful spawns that kill new players easily) seemed like it was a lot and would make progress extremely difficult, so I will be nerfing this to 1 to balance out PvP and PvE to prevent abuse of this system.
Also nerfed the amount of Exp for each canister to 15 and difficulty lose down to 2.5
Players now have move health when starting/joining a new world, this is to balance out ice and fire spawning dragons extremely close to each other as this has been the main reason the "lose health on death" for Scaling Health was reduced.
Dragons no long mob grief at all so that way it is possible to run from them early game.