• • 3/26/25 3:49 pm • 1 logs
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- Compatibility
- Minecraft 1.21
- Changes include
- Advancements
- Functions
- Predicates
17
IMPORTANT NOTICES
This datapack was split from another datapack of mine that adds more weapon types. [modrinth.com/datapack/ppgs-weapon-expansion](https://modrinth.com/datapack/ppgs-weapon-expansion)
This datapack adds tons of combat-oriented enchantments that encourage a variety of playstyles. Certain combinations of enchantments can have special effects when on a weapon!
MORE DETAILS ON MODRINTH
This datapack was split from another datapack of mine that adds more weapon types. [modrinth.com/datapack/ppgs-weapon-expansion](https://modrinth.com/datapack/ppgs-weapon-expansion)
This datapack adds tons of combat-oriented enchantments that encourage a variety of playstyles. Certain combinations of enchantments can have special effects when on a weapon!
MORE DETAILS ON MODRINTH
1 Update Logs
Update #1 : by PeppaPigGod 03/26/2025 3:49:57 pmMarch 26, 2025 @ 7:49 pm UTC
V1.1 created for 1.21.5.
As always, more details on modrinth changelog.
As always, more details on modrinth changelog.
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I've been heavily testing the new version of the Blessed passive.
This version requires dealing a certain amount of damage in 8 seconds. This version remains adequate against vanilla undead monsters. The problem with this version is that it's unusable against monsters that are too resilient (with diamond or netherite armor or with the Protection enchantment).
The idea of setting a certain amount of damage to be dealt within a given time frame therefore doesn't seem like a good solution.
An attack counter seems more appropriate. However, a simple attack counter could be used to recover HP by spamming uncharged attacks. To counter this strategy, it might be necessary to combine damage output and the number of attacks to be dealt in a relatively short time. The damage rating should be based on the average attack strength of the swords (6), so that the player has the ability to proc the effect regardless of their weapon and the enemy's resistance, as long as they use charged attacks and remain in close combat.
Otherwise, the player's weapon must be detected and the damage condition applied based on the weapon's DPS.
There's still a lot of work to be done on these enchantments, but we'll get there ;)
In terms of your suggestion, when you say to combine damage and attack count, do you mean have two requirements: a certain amount of attacks, and a certain amount of damage done?
About my suggestion, I'm referring to two conditions: a certain number of attacks and a certain amount of damage dealt.
This ensures that the player stays in combat long enough to apply enough attacks, but without spamming clicks to simply activate the effect without actually dealing any damage (although this point seems less problematic, as the player would likely lose out by recovering little HP compared to the damage they're exposed to without actually dealing any damage).
I took another look at the Vitality enchantment.
Compared to the Protection enchantment, the Vitality enchantment is extremely weak. So I considered adding a regeneration effect to this enchantment.
The enchantment would have 5 levels. Each level would grant 1 HP. The regeneration effect would be 4 HP (instant health), but would trigger with a cooldown based on the overall level of the enchantment. The more items the player wears with a high level of the Vitality enchantment, the lower the cooldown will be.
The first item would reduce the cooldown by 2 seconds per level, the second and third by an additional 3 seconds per level, and the fourth by an additional 4 seconds per level.
The reduction would be gradual to prevent the player from using the enchantment on only one item, combined with three items with Protection. The cooldown of the regeneration effect would thus be 68 seconds at level 1 up to 60 seconds at level 5 of the enchantment, from 57 seconds to 45 seconds with 2 items, from 42 to 30 seconds with 3 items and from 26 to 10 seconds with 4 items.
Based on my testing, the enchantment is well-balanced compared to the Protection enchantment, making it a good alternative.
The Protection enchantment is very effective at absorbing damage directly and can withstand a horde of enemies while holding its own for the moment.
The Vitality enchantment is very effective in long-lasting fights, based on short exchanges or skirmishes.
This modification to the enchantment will be a bit more technical to implement, as it will require the use of predicates to detect the number of items with the Vitality enchantment worn by the player and the enchantment level on each item to apply the correct cooldown.
But in my opinion, this is the best possible modification to make the enchantment relevant and competitive with Protection.
I'm waiting for your feedback on this suggestion ;)
I like the concept of regeneration for vitality making it more for longevity, though the exact mechanics will have to be heavily considered by me. Generally, I like to have any cooldown or build-up effects have some kind of way to show progress, such as with the actionbar in my other datapack. Since this datapack is supposed to be more vanilla-style, I don't really want to add any extra visual aspects like that - I hesitated greatly when doing the blessed rework for this reason. So, we shall see what I eventually decide on.
No problem with that, I know your situation. Good luck with these final exams! ;)
By the way, I'm glad you like the Vitality concept.
I had indeed forgotten about the UI concept that can help the player track the cooldown of their passive effect, even if it didn't seem particularly important to me for an effect that's already visible when it activates, unlike damage bonuses, for example.
I can't wait to see how you adapt the concept, in any case.
Good luck! ;)
The Blessed passive remains broken, but there is no longer really any possibility of nerfing it… Unless you have a new anti-heal mechanic, reducing the effectiveness of the heal.
The Total Decay passive seems to perfectly meet the expectations of DoT players without appearing totally broken. This gameplay seems to be the only one that can match the power of Blessed if the DoT player can kite.
The Mace enchantments are nice overall.
The griefing effect of the Dive Bomb enchantment remains annoying and it is a problem to have to deprive yourself of this AoE effect because of its negative effect.
I have nothing else to say at the moment. Very good corrections, congratulations! ;)
I will continue to look into ways to deal with Blessed.
Dive bomb was meant to be a bit of a meme anyways, but I will see if I can turn of block interaction.
Don't hesitate to share your ideas directly in order to get feedback or an opinion on these ideas ! ;)
The main problem with the Blessed passive lies in its overly powerful sustain, which makes it unkillable in PvE and even possibly in a PvP duel.
Perhaps reduce the duration of the regeneration effect to only 1 second, forcing the player to stay in combat to benefit from the effect. We could even offer a progressive improvement of the effect over time in combat, extending the duration of regeneration to 2 seconds from 3-4 seconds of combat, forcing the player to maintain his position and accept the confrontation direct rather than being able to adopt a harassment strategy which is rather the specialty of the Total Decay passive.
For Dive bomb, I understand the initial direction. Anyway, you can disable block interaction by applying an explosion effect on the target and specifying "none" for "block interaction" ;)
Instead of applying a regeneration effect after each attack made, Blessed would instead apply an instant health effect after the player has made a certain number of attacks (5 or 6 attacks seem to me to be relevant).
The advantages of this adjustment are:
- A simpler adjustment lever, because it is enough to increase or decrease the number of attacks to be carried out and possibly modify the amount of healing using regeneration values in addition to or replacing the effect at the moment health.
- Encourage the player to stay in combat to benefit from their regeneration effect instead of allowing them to regenerate just by harassing. In addition, the effect being delayed rather than regular reduces its impact.
- Make the effect of Blessed compatible with other means of regeneration: support player healing, regeneration potion, etc.
Don't hesitate to give your opinion on this suggestion ! ;)