Blaster Spirit Baselines 1.20.1 - Herbertofury/Advent-of-Ascension GitHub Wiki

Spirit-powered blasters · stored baselines for all 56

Minecraft 1.20.1 / AoA 3.7.1 · actual released constructors and class hashes · not effective combat stats.

This fills the Spirit-weapon gap beside the 172 conventional-ammo weapons. All 56 blaster constructors were inspected. Fifty forward the four normal arguments; six special constructors account for fixed/explicit charge times or EPIC item-property wrappers.

Read these values correctly

  • Base damage is a stored argument. Utility weapons, custom impacts, healing, repeated hits and effects can make actual behavior very different. No DPS ranking is inferred.
  • Delay and charge are stored tick values, not a promise of effective input-to-shot latency or a proven firing frequency.
  • Base Spirit is before the inherited modifier calculation and weapon-specific paths. This is not a universal cost-per-hit column.
  • Names link to the item atlas. Full behavior and native acceptance remain per-weapon work.

Critical exceptions: Light Spark and Soul Spark

Both store zero base Spirit cost, but that does not mean free use. Their display/start-use path returns/checks 200 Spirit. Their entity-impact override also has a separate conditional consumeResource(SPIRIT, 200, false) call for a noncreative server player after the special-attack immunity gate. Preserve the distinction between stored baseline, start-use threshold and impact-time resource handling. Do not replace these with a generic zero-cost shot or an unconditional 200-cost-per-shot rule.

The static audit confirms those distinct calls; exact outcome/interruption behavior and multiplayer tests remain required.

Inherited cost calculation in this release

For the ordinary player path, the released method calculates:

(1 + 0.3 × Greed) × baseSpirit × max(0, 1 − 0.07 × Recharge)

It then multiplies by 0.7 when wearing the full Ghoulish set. Non-player holders, and creative players when this is not a display calculation, take the method's zero-cost branch. The game uses float arithmetic. These method-level rules do not replace special impact paths above or establish all downstream resource behavior. The newer named-source comparison uses a Recharge helper; this page follows the pinned released method instead.

Stored baseline table

Weapon Base damage Durability Delay ticks Charge ticks Base Spirit
Apoco Shower 0 3760 10 10 80
Atomizer 11 3150 8 8 15
Beamer 1 3240 1 1 3
Blast Chiller 4 1750 6 20 20
Blood Drainer 0.1 2750 1 1 2.5
Bone Blaster 6 2430 6 6 20
Bubble Horn 11 3200 8 8 15.5
Colour Cannon 45 1000 40 40 110
Confetti Cannon 0 1000 10 10 0
Confetti Cluster 0 1500 5 5 0
Dark Destroyer 0 3180 100 100 80
Darkly Guster 8 3790 5 5 7
Death Ray 19 3840 12 12 17
Doom Bringer 0 2820 3 3 15.5
Eradicator 1 2790 1 1 2
Experiment W-801 37 5000 50 50 90
Flowercorne 2.5 2910 4 4 20
Fragment 3 3830 2 2 2.5
Froster 3.5 2800 3 3 7.5
Gas Blaster 0 2860 1 1 0.5
Ghoul Gasser 0 3210 1 1 1
Gold Bringer 0 3830 3 3 12.5
Gravity Blaster 4 600 1 1 120
Hell Horn 12.5 3800 8 8 11.5
Illusion Revolver 14 3200 10 10 20
Illusion Smg 4 3240 3 3 7
Ion Blaster 13 2810 11 11 28.5
Iro Miner 4 3060 4 4 7
Laser Blaster 1.2 2840 1 20 2.5
Light Blaster 22.5 3810 14 14 20.5
Light Spark ⚠ 0 7 1 10 0
Luna Blaster 3 3200 2 2 4
Mecha Blaster 36 2770 30 30 80
Mind Blaster 19.5 3180 14 14 27.5
Moon Destroyer 0 3750 100 100 60
Moon Shiner 3.5 1810 5 5 17.5
Odious 1 3190 1 1 1.5
Orb-O-Cron 18.5 3230 13 13 26.5
Paralyzer 1.5 3900 1 1 1.5
Party Popper 1.5 2810 1 1 3
Poison Plunger 0 2600 20 20 50
Power Ray 12.5 2490 12 12 38.5
Proton 2.5 3000 2 2 4.5
Reefer 5 3600 4 4 7
Revolution 0 2800 20 20 66
Sea-O-Cron 20.5 3800 13 13 18.5
Skullo Blaster 3.5 3780 2 2 3
Soul Drainer 0.2 3770 1 1 2
Soul Spark ⚠ 0 5 1 20 0
Soul Storm 1.5 3190 1 1 2
Spirit Shower 0 2870 10 10 100
Swarm-O-Tron 2 2400 12 12 33
Toxic Terrorizer 0 2760 7 7 22
Vortex Blaster 0 2870 1 1 130
Whimsy Winder 6 2830 5 5 13
Wither's Wrath 7.5 800 7 7 21

Rounded table labels preserve readable values; the exact dataset retains the extracted floating-point values and individual class hashes.

Upgrade requirements

  1. Preserve Spirit as a first-class resource. Cosmetic presentation must not secretly add ballistic ammo or mandatory magazine reloads.
  2. Display stored, modified and special-condition costs distinctly when creating the upgrade UI.
  3. Resolve charge, firing, accepted impact and resource commitment as separate events; no duplicate charge on cosmetic replay.
  4. Recheck all special overrides before applying generic attachments, conversion parts or TaCZ turret behavior.
  5. Keep 1.21.1 component-driven values in their own adapter; do not label this historical table as the latest game's stats.

Reproducible pinned static audit · Versioned adapters · Full weapon profile standard

Original AoA: Tslat and contributors. No game classes were executed by this static audit, and no native upgrade acceptance is implied.