tModLoader

tModLoader

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Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
File Size
Posted
Updated
55.932 KB
Jun 2, 2022 @ 10:38pm
Oct 17, 2023 @ 11:03pm
4 Change Notes ( view )

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CustomDefenses

Description
In vanilla, minimum damage is always 1 and defense scaling is
[c/c2157e:0.5]/[c/ffb56b:0.75]/[c/ed3605:1]
([c/c2157e:classic] / [c/ffb56b:expert] / [c/ed3605:master])

This mod [c/26691a:doubles] player defense scaling by endgame, making your armor twice as effective but giving a [c/a63721:minimum cap] to the reduction on damage.

Changes ~player~ defense scaling vs damage to
[c/c2157e:0.75]/[c/ffb56b:1.25]/[c/ed3605:1.75] in prehardmode
[c/c2157e:1]/[c/ffb56b:1.5]/[c/ed3605:2] in hardmode
and reduces minimum damage taken to:
[c/c2157e:1]/[c/ffb56b:3]/[c/ed3605:5] in prehardmode
[c/c2157e:2]/[c/ffb56b:6]/[c/ed3605:10] in hardmode

[c/26691a:unless] you are moderately overcapped on defense vs a hit (after scaling), these breakpoints are:
[c/c2157e:-10]/[c/ffb56b:-25]/[c/ed3605:-40] in prehardmode
[c/c2157e:-20]/[c/ffb56b:-35]/[c/ed3605:-50] in hardmode
and in which case the minimum damage is:
[c/c2157e:1]/[c/ffb56b:2]/[c/ed3605:3] in prehardmode
[c/c2157e:1]/[c/ffb56b:3]/[c/ed3605:5] in hardmode

Yes, that blue slime will be hitting you for at least 5 or 10 damage in master hardmode, even with 999 defense.



Originally posted by tModLoader:
Developed By Xeta
31 Comments
Sumenora Jun 8 @ 2:19pm 
soo that explains what happened and what i experienced.
Xetaxheb  [author] Jun 8 @ 9:37am 
and for the peanut gallery, if you want critical defense mechanic disabled, just set the values to -1000 or something unreachable

every single number in this mod is completely configurable, so if you want vanilla defense scaling the values are 0.5 for classic, 0.75 for expert, 1.0 for master; and set the minimum damages to 1

in this mod they are 0.75 / 1.25 / 1.75 by default, and raised in hardmode to 1.0 / 1.5 / 2


unfortunately at some point tmodloader devs decided to arbitrarily limit minimum damage to 1 instead of 0 so that use of "ignore hits below my defense or when critical defense" this used to have is gone, unless I go wrap the hit calls in hit-cancel and immunity-cancel misery but there's no reliable way to do so without potentially conflicting with other mods procs right now so I won't be doing that anytime soon
Xetaxheb  [author] Jun 8 @ 9:33am 
the "critical defend" stuff just means "if you have this much more defense rating than the enemy damage number, your minimum damage taken gets lowered"

in vanilla expert/master enemy damage values go up twice, once in hardmode and once after plantera

in this mod with the 50 damage zombie in expert hm (default 1.5* def min 6),
at 33-56 displayed defense (which is 49-84 dam reduction because *1.5) you would take default minimum of 6 damage;
once at 57 disp.def (equiv. to 85 red) you "critical defend" and your minimum goes down to 3 because you exceed the max defense needed by another 35 (default setting that says damage thresholds for critical defend "hm exp -35")

the highest unmodded def you can get pre-plantera master is 177, in vanilla this is 177 reduction, minimum 1. so any hit below 179 just does 1 damage. in this mod, that reduction goes up to 354 but minimum 10, so any hit below 365 does 10 damage. unless the hit is below 304, in which case it does 5 dam min by default.
Xetaxheb  [author] Jun 8 @ 8:53am 
so for example on a fresh new classic world prehm,
in vanilla a meteor head doing 40 damage with platinum armor (5+6+5+4set defense = 20 defense) will do (20*0.5=10, so 40-10=30) 30 damage,
but this mod raises that 0.5 to 0.75 by default (configurable) so instead you take (20*0.75=15, so 40-15=25) 25 damage instead,
and if you jump into hard mode that 0.75 goes to 1.0 by default (again configurable) so the damage becomes (20*1=20, so 40-20=20) 20 from the meteor head instead.

for the minimum damage, say you were in the 20 def plat armor, but the enemy was a 14 damage zombie. in prehm it would still be 20*0.75=15 reduction, but the minimum is set to 1 (configurable) so you would take 1 damage. but in hardmode the reduction would go to 20*1.0=20, which doesn't matter because it was already higher, except the minimum raises to 2 damage (configurable) so you take 2 damage instead.
Xetaxheb  [author] Jun 8 @ 8:52am 
a cursory test seems to be working just fine, maybe it's misunderstood what this does?

normally your shown defense rating in the bottom right needs to be multiplied by 0.5/0.75/1 on classic / expert / master, this changes those numbers to be configurable and can be different in or out of hardmode

and normally you cannot take below 1 damage, this mod can increase that
Sumenora Jun 7 @ 3:08pm 
well im not 100% sure since i only just noticed it after the recent TML update
Xetaxheb  [author] Jun 7 @ 2:38pm 
I'll look into it when I have time but can you clarify if that's where they should normally take like 30 damage or only if they "should" take 0? because tml deliberately broke doing 0 damage
Sumenora Jun 7 @ 11:39am 
it seems that this mod is causing players only to take 1 point of damage all of a sudden even at default settings...i noticed this in expert mode
SonicX8000 Mar 18 @ 10:06am 
The critical defense and the critical defense threshold settings. Meant those.

Also ah. The options are just headers.
Xetaxheb  [author] Mar 17 @ 10:17pm 
the fake options are just headers/descriptions to categorize the menu ui

i'm not sure what you mean by "any of the other stuff", defense multiplier is all this does (unless you mean the "critical defense" thing which can be circumvented by just making the settings something out of range)