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Final hit in combo should have higher range/crit damage #391

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MangoLassie142 opened this issue Jul 25, 2024 · 4 comments
Open

Final hit in combo should have higher range/crit damage #391

MangoLassie142 opened this issue Jul 25, 2024 · 4 comments
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enhancement New feature or request

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@MangoLassie142
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The animation for the final hit is a thrust, so I think it would be fun if it had slightly extended range but a narrower arc. It would give a bit more room for strategy when fighting groups of enemies.

It's also a lot harder to time attacks with jumps for crit damage than in vanilla, so using the combo to get a guaranteed crit at the end would be fun.

@ZsoltMolnarrr
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Guaranteed hit is already sort of implemented, as attack specific damage multipliers exists and are used (for example Claymores).
I will consider the attack range multiplier aswell, but I am a little sceptical at the moment.

@ZsoltMolnarrr ZsoltMolnarrr added the enhancement New feature or request label Jul 25, 2024
@MangoLassie142
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I think the attack range in general is an issue. Comparing vanilla to BC, you just straight up lose a block of range with BC, which can make a huge difference in fighting something like a Wither Skeleton or anything that's tough to get close to.

@ZsoltMolnarrr
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Yes attack range has intentionally been reduced, in an effort to create weapons with varying characteristics.
If you dont like the values, you can override them, using a datapack.

@MangoLassie142
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MangoLassie142 commented Aug 6, 2024

when you say with a datapack, is there one i don't know about? or are you saying I'd have to make my own? Honestly I think there needs to be a toggle in the config for using vanilla range values if you aren't using an expanded weapons mod.

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