Blasters and Spirit 1.21.1 - Herbertofury/Advent-of-Ascension GitHub Wiki

Blasters and Spirit: manage charge, cost and recovery

Open the item browser · Staff rune preparation · Gun ammunition

Six released blaster models with base Spirit and charge inputs

Scope: 56 released blaster registrations in Minecraft 1.21.1 / AoA 3.7.16.1. Configured damage, shot interval, Spirit cost, charge-up input and durability are joined from released builders and item factories. These are not measured DPS, beam ranges or wall-clock firing timings.

Before a fight

  1. Check your weapon’s base Spirit cost, not a bullet or staff-rune requirement copied from another weapon family.
  2. Check charge-up and interval separately. They are different fields used at different points of the firing path.
  3. Read the current Spirit meter and allow a recovery margin. Do not assume you begin every encounter at the configured maximum.
  4. Test the actual spell or projectile. A zero damage input can accompany a special effect rather than an empty weapon.
  5. Check enchantments, armour and modified components before calculating how many shots you can afford.

How Spirit recovers in the inspected release

The released Spirit resource JSON sets maximum 200, passive regeneration input 0.04 per tick, damage-based regeneration input 0.4 per eligible damage, and inverse-health regeneration modifier 3.5. Active data can replace these settings.

The released health scaling is 1 + (1 - currentHealth / maximumHealth) × (3.5 - 1) with those stock settings. That factor multiplies either the passive input or the eligible-damage input.

Health fraction Stock factor Passive input per tick Input from 10 eligible damage
Full 1 0.04 4
Half 2.25 0.09 9
Quarter 2.875 0.115 11.5

These are arithmetic examples from the inspected configuration and method, before capacity clamping. They are not measured recovery rates and do not imply that taking damage is a safe strategy. Actual elapsed time depends on game ticks.

The damage-triggered path excludes sources in aoa3:no_spirit_regen. The bundled tag lists optional AoA vulcane, energy-projectile, magic-projectile, magic-effect and energy-effect types, vanilla explosion/player-explosion/fireworks, and the neoforge:is_magic tag. Tag membership can change with active data. Do not assume every blaster hit refills the Spirit it just spent.

Why the base cost may differ from actual payment

The released cost path applies Spirit-consumption enchantment processing, then multiplies by 1 + modifiedAmmoCost × 0.3. A full Ghoulish armour set applies a further 0.7 factor. Creative shot-consumption handling and non-player cases have their own branch. The table retains the base component value instead of silently guessing the player’s final cost.

Charge-up versus repeated shots

The inspected use path checks the appropriate hand, blocking and attack-strength state, relevant off-hand restrictions and available Spirit before starting use. The server tick path has a charge-minus-two guard, checks the player cooldown and attempts payment before firing. A successful attempt applies durability handling; a configured interval greater than one adds a player cooldown. A failed firing attempt releases use.

These details are why the charge-up field is not a guaranteed stopwatch duration and why dividing damage by the interval would be an incomplete DPS claim. Subclasses and actual tick scheduling still matter.

Released blaster defaults

Weapon Damage input Interval (ticks) Base Spirit Charge-up input (ticks) Durability
Apoco Shower 0 10 80 10 3760
Atomizer 11 8 15 8 3150
Beamer 1 1 3 1 3240
Blast Chiller 4 6 20 20 1750
Blood Drainer 0.1 1 2.5 1 2750
Bone Blaster 6 6 20 6 2430
Bubble Horn 11 8 15.5 8 3200
Colour Cannon 45 40 110 40 1000
Confetti Cannon 0 10 0 10 1000
Confetti Cluster 0 5 0 5 1500
Dark Destroyer 0 100 80 100 3180
Darkly Guster 8 5 7 5 3790
Death Ray 19 12 17 12 3840
Doom Bringer 0 3 15.5 3 2820
Eradicator 1 1 2 1 2790
Experiment W-801 37 50 90 50 5000
Flowercorne 2.5 4 20 4 2910
Fragment 3 2 2.5 2 3830
Froster 3.5 3 7.5 3 2800
Gas Blaster 0 1 0.5 1 2860
Ghoul Gasser 0 1 1 1 3210
Gold Bringer 0 3 12.5 3 3830
Gravity Blaster 4 1 120 1 600
Hell Horn 12.5 8 11.5 8 3800
Illusion Revolver 14 10 20 10 3200
Illusion Smg 4 3 7 3 3240
Ion Blaster 13 11 28.5 11 2810
Iro Miner 4 4 7 4 3060
Laser Blaster 1.2 1 2.5 20 2840
Light Blaster 22.5 14 20.5 14 3810
Light Spark 0 1 200 10 7
Luna Blaster 3 2 4 2 3200
Mecha Blaster 36 30 80 30 2770
Mind Blaster 19.5 14 27.5 14 3180
Moon Destroyer 0 100 60 100 3750
Moon Shiner 3.5 5 17.5 5 1810
Odious 1 1 1.5 1 3190
Orb-O-Cron 18.5 13 26.5 13 3230
Paralyzer 1.5 1 1.5 1 3900
Party Popper 1.5 1 3 1 2810
Poison Plunger 0 20 50 20 2600
Power Ray 12.5 12 38.5 12 2490
Proton 2.5 2 4.5 2 3000
Reefer 5 4 7 4 3600
Revolution 0 20 66 20 2800
Sea-O-Cron 20.5 13 18.5 13 3800
Skullo Blaster 3.5 2 3 2 3780
Soul Drainer 0.2 1 2 1 3770
Soul Spark 0 1 0 20 5
Soul Storm 1.5 1 2 1 3190
Spirit Shower 0 10 100 10 2870
Swarm-O-Tron 2 12 33 12 2400
Toxic Terrorizer 0 7 22 7 2760
Vortex Blaster 0 1 130 1 2870
Whimsy Winder 6 5 13 5 2830
Wither's Wrath 7.5 7 21 7 800

Explicit beam-distance overrides

Only these four registrations explicitly supplied a beam-distance input in the selected builder chains. No range is invented for the remaining weapons. Collision, subclass behavior and actual effective range still need matching-game checks.

  • Blast Chiller: 30
  • Laser Blaster: 40
  • Light Spark: 3
  • Soul Spark: 2

Evidence and testing still needed

Released registration, behavior-method and Spirit-resource evidence retains class/resource hashes, instruction bytes and the exact resource JSON. Archive: AoA3-1.21.1-3.7.16.1.jar.

Test insufficient Spirit, exhaustion during held use, recovery from eligible versus excluded damage, modified armour/enchantments, off-hand restrictions, durability breakage, special subclasses and client/server synchronization. Documentation arithmetic and source checks do not replace those game tests. AoA mechanics and assets are credited to Tslat and contributors.