Mechanics ⚙ - Athlaeos/ValhallaMMO GitHub Wiki

All (or most) of ValhallaMMO's mechanics laid out. If there's any missing you'd like to know about, let me know!

Custom Weapons 🗡

Rapiers (light)

  • 🟢 Very high attack speed
  • 🟢 High armor penetration
  • 🟢 High immunity reduction
  • 🔴 No knockback
  • 🔴 Very low damage

Daggers (light)

  • 🟢 High attack speed
  • 🟢 High critical strike chance
  • 🔴 Low attack reach

Maces (light)

  • 🟢 Stun chance
  • 🟠 Deals (slightly lower) bludgeoning damage (good against armored targets)

Greataxes (heavy)

  • 🟢 Very high damage
  • 🟢 High critical strike chance
  • 🔴 Very low attack speed

Warhammers (heavy)

  • 🟢 Stun chance
  • 🟠 Deals high bludgeoning damage
  • 🟠 High knockback

Spears (heavy)

  • 🟢 High attack reach
  • 🟢 Deals increased damage the faster you approach the target while attacking
  • 🔴 Low damage for a heavy weapon

Luck 🍀

Effectiveness defined in config.yml
Luck got an overhaul with the plugin!

Each point of luck you have grants you 1 re-roll with most things related to RNG for a favorable outcome.
For example, if you fail a 20% chance to critically hit, you get another 20% chance to do it again!
The opposite, however, is also true. Where negative luck means if you succeed you get 1 re-roll in favor of a negative outcome.

-2 Luck -1 Luck Base Chance 1 Luck 2 Luck
0.0125% 0.25% 5% 9.7% 14.2%
0.1% 1% 10% 19% 27.1%
0.33% 2.25% 15% 27.7% 38.5%
0.8% 4% 20% 36% 48.8%
2.7% 9% 30% 51% 65.7%
6.4% 16% 40% 64% 74.4%
12.5% 25% 50% 75% 87.5%
21.6% 36% 60% 84% 93.6%
34.4% 49% 70% 91% 97.3%
51.2% 64% 80% 96% 99.2%
72.9% 81% 90% 99% 99.9%

For negative luck, the chance for success is (chanceluck )
For positive luck, the chance for success if (1 - (1 - chance)luck )

To see which stats are affected by luck, check the stats page (look for 🍀)

Due to how much effect it has on various parts of the game, Luck is one of the most powerful stats to get


Bleeding 🩸

Tick rates defined in config.yml

Bleeding is a status effect that may be inflicted. It has a Chance to inflict, Duration, and Tick Damage.
When bleeding is inflicted it deals Tick Damage amount of damage every 40 ticks. Bleeding damage ignores armor.

When bleeding is inflicted while a target is already bleeding, the duration is refreshed and the tick rate speeds up by 5 ticks, up to 4 times.
So if bleeding is inflicted 5 times in a short enough time, the victim will bleed twice as fast.


Parrying 🤺

Parrying is an active ability unlocked as one of the perks in the Light Weapons skill. It is activated by using right-click while holding a (light) weapon.
For a short time after activation, if you get hit by a melee or ranged attack you'll deflect this attack, take reduced damage, and debuff the enemy for having successfully parried their attack (unless ranged).
These debuffs by default include slowness, weakness, and reduced armor.
However, if you get hit shortly after said duration, you are debuffed instead.


Mob Stats 🧟‍♂️

Defined in mob_stats.yml

Radiant Damage
Can be seen as "Smite" damage, though the Smite enchantment does not deal radiant damage.
Deals 2x damage against undead and 1.5x damage to nether mobs, but 0x damage to everything else.

Necrotic Damage
The "Wither" debuff now deals necrotic damage.
Deals 1x damage against everything, except 0.5x damage to nether mobs and 0x damage to undead.

Scaling
Spawned mobs scale with the level of the average of all surrounding players. They're given a level up to 5 levels away from the local average.
Mobs gain increased stats based on their given level.

Stat Scaling Description
Armor 0.2 * level 10 armor every 50 levels
Damage -0.2 + (0.023 * level) -30% damage initially, increases up to +200% at lv100
Health -0.3 + (0.033 * level) -30% health initially, increases up to +300% at lv100
Armor Penetration 0.005 * level up to 50% armor penetration at lv100
Crit Chance 0.005 * level up to 50% crit chance at lv100
Crit Damage 0.5 critical hits by mobs do 50% more damage

Additional Scalings

Mob Type Stat Scaling Description
Zombie
(and related)
Fire Resistance
Poison Resistance
Bleeding Resistance
-0.5
0.5
0.5
+50% Fire Damage Taken
-50%Poison Damage Taken
-50% Bleeding Damage Taken
Drowned
(inherits Zombie stats)
Fire Resistance 0 No weakness to fire
Husk
(inherits Zombie stats)
Fire Resistance 0.3 -30% Fire Damage Taken
Skeleton Fire Resistance
Melee Resistance
Explosion Resistance
Falling Resistance
Poison Resistance
Bleeding Resistance
-1
-0.5
-1
-1
1
1
+100% Fire Damage Taken
+50% Melee Damage Taken
+100% Explosion Damage Taken
+100% Fall Damage Taken
Immune to Poison Damage
Immune to Bleeding Damage
Wither Skeleton Poison Resistance
Bleeding Resistance
1
1
Immune to Poison Damage
Immune to Bleeding Damage
Spider Poison Resistance 0.5 -50% Poison Damage Taken
Cave Spider Poison Resistance
Melee Resistance
1
-0.5
Immune to Poison Damage
+50% Melee Damage Taken

Bosses gain increased level and stat scalings
(Yes, I'm aware some of these mobs are not officially bosses)

Boss Type Stat Scaling Description
Ender Dragon Level
Health
Projectile Resistance
Fire Resistance
Poison Resistance
Magic Resistance
Armor Penetration (%)
2 * level
0.015 * level
0.5
1
0.7
0.7
0.5
Double the local level
+300% HP at lv200
-50% Projectile Damage Taken
Immune to Fire Damage
-70% Poison Damage Taken
-70% Magic Damage Taken
50% Armor Ignored on attacks
Warden Level
Health
Projectile Resistance
Necrotic Resistance
Armor Penetration (%)
1.25 * level
0.008 * level
0.5
0.5
0.75
1.25x the local level
+100% HP at lv125
-50% Projectile Damage Taken
-50% Necrotic Damage Taken
75% Armor Ignored on attacks
Wither Level
Health
Projectile Resistance
Fire Resistance
Poison Resistance
Bleeding Resistance
Explosion Resistance
Armor Penetration (%)
1.25 * level
0.016 * level
0.5
1
1
1
1
0.5
1.25x the local level
+200% HP at lv125
-50% Projectile Damage Taken
Immune to fire damage
Immune to poison damage
Immune to bleeding damage
Immune to explosion damage
50% Armor Ignored on attacks
Elder Guardian Level
Health
Armor Penetration
1.25 * level
0.008 * level
0.5
1.25x the local level
+100% HP at lv125
50% Armor Ignored on attacks

In exchange, leveled mobs drop extra EXP orbs according to 0.02 * level (+200% dropped EXP orbs at lv100)


Damage 💥

Defined in config.yml

Damage taken is defined by the following formula

damageTaken * (1 - typeResistance) * (1 - trueResistance)

Where typeResistance is whatever your total resistance stat is versus the specific damage type, and trueResistance being your generic damage resistance stat.

If this damage happens to be physical, the following multiplier is applied again:

resistedDamage * max(0.1, (15 / (15 + armor)) - (toughness * 0.15))

Physical damage are all reduced by armor, but some sources may be more effective against armor than others.
If a source has, for example, 50% armor efficiency that means you'll be taking damage from that source as if you were wearing half as much armor.

Physical damage sources are:

  • Projectile
  • Falling blocks (anvil)
  • Bludgeoning (at 70% armor efficiency) ❗ Custom damage type
  • Melee Attacks
  • Sweeping Attacks
  • Explosions (at 70% armor efficiency)
  • Contact (cacti)
  • Falling
  • Lava (at 50% armor efficiency)

In simpler terms, every 15 armor the player has increases their effective HP by 100%.

Effective HP being the amount of raw damage you can take before death.
If you have 10 hearts of health and have 10 armor, that means you can take 20 hearts of health in damage before dying. 20 armor would make that 30 health, 30 armor 40 health, etc. Each 15 armor is an extra HP bar worth of damage you can take.

Damage is further reduced by toughness, a flat 0.15 damage reduction for each point of toughness you have. That means that with 10 armor toughness, 4 damage is reduced to 2.5. That makes armor toughness especially effective against low damage hits, but rather ineffective against high damage hits.

Armor can be reduced by enemy armor penetration. This can be flat penetration or % penetration, flat penetration reducing your armor by a static amount and % penetration reducing your armor by a fraction of itself. 5 flat penetration would reduce your 10 armor to 5, and 10% penetration would reduce 10 armor to 9.

Armor cannot reduce damage taken to below 10% of the original damage taken, so there is an armor cap of 150 armor (ignoring toughness)

The damage you take after all those calculations is then further reduced by your aforementioned resistances.


Anti-Cheese 🧀 (Farms nerfed)

Sorry, but farms are nerfed! Certain skills can be abused way too much with certain easy to build farms, so the following countermeasures are put in place to reduce or remove their effectiveness.


Enchanting 🎇

  • Killing one of (Enderman, Guardian, Zombified Piglin) will increase a tally counter for you.
  • If this tally counter is above 10, your next enchantment will reward you with 80% less experience.
  • Each enchantment attempt will reduce the tally counter by 10.

You can still get experience levels from these farms and get powerful enchantments regardless, but grinding your enchanting skill this way is much less effective.

Combat Skills
Includes Light/Heavy Weapons, Light/Heavy Armor, and Archery.

  • Killing any entity within a chunk increases a tally counter for that chunk.
  • If this tally counter reaches 20, any experience gained in that chunk is reduced by 95% for these skills.

Meaning any stationary farm will not be good to grind combat levels with. Keep moving!

⚠️ **GitHub.com Fallback** ⚠️