
Celestial Overhaul: Damage and Stat Scaling System
Non-Combat Damage and Healing Scaling
This system automatically adjusts various damage types based on entity maximum health, while preserving basic damage for entities with low health.
For example, drowning normally deals 2 damage. Here it calculates 2% of maximum health:
For entity with 200 HP: 2 × 2% × 200 = 8 damage per second For entity with 30 HP: system maintains standard 2 damage (since 2% of 30 = 0.6 < 1)
Fixed Bonus to Percentage Transformation
Various enchantments and effects that provide fixed bonuses now work with percentage system for better balancing:
Sharpness: +6% damage per level Smite-like effects: +12% damage per level Strength effect: +30% damage per level
Linear to Exponential Reduction
Protection enchantments and resistance effects in vanilla stack linearly. Now they stack multiplicatively:
Protection: 4% reduction per protection point (×96%) Resistance: 20% reduction per level (×80%)
For example, Resistance III provides -48.8% reduction (to 51.2%), while IV gives -59.04% (to 40.96%). This makes each additional level equally powerful.
Additional Quality Improvements
- Attacks break grass but continue to hit target.
- Using swords for blocking like shields.
- Arrow hit sound effects.
- Hidden flame effect when fire resistance is active.
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