Decimator Weapon Profile - Herbertofury/Advent-of-Ascension GitHub Wiki

Decimator · cream armor and a precise target rule

AoA 3.7.1 / Minecraft 1.20.1 · released-source profile and partial concept study. Native and final-art acceptance remain open.

What it actually does

Decimator is a Metal Slug sniper using SCOPE_2. If a living target’s maximum health is strictly below 50, its damage hook multiplies the incoming bullet-damage multiplier by 1.15 before calling the inherited damage method.

The condition uses maximum health, not current injury, percentage health or an automatic execution threshold. Exactly 50 does not qualify. A higher-maximum-health target remains outside this rule even when nearly defeated. Actual damage depends on the rest of the game’s damage path and other mods.

Released input Value
Damage 33
Durability 180
Delay 95 ticks, nominally 4.75 seconds at 20 TPS
Stored recoil constructor input Approximately 0.05
Ammunition Metal Slug
Scope SCOPE_2
Sound Heavy sniper, long variant

These are source inputs, not measured final damage, recoil displacement or effective range. Named source · Pinned released evidence.

Original appearance

Released Decimator sprite on a neutral alpha-composited background

Keep the pale cream/yellow front and rear panels, charcoal-gray core, stepped lower front ledge, short dark muzzle and raised dark optic with a pink-red accent. Do not erase this palette by turning it into a generic black rifle.

Craft and upgrade

Decimator infusion recipe

Use Sniper Frame with Orange Spores, Zhinx Dust, two separate iron-ingot-tag ingredients and a gunpowder-tag ingredient. The center layout is order-independent; tag icons are example members. The ingredients do not by themselves establish a spore-firing mechanic or a manufacturing origin. Infusion Table guide.

Decimator plus Clown Upgrade Kit produces Clownimator

Decimator + Clown Upgrade Kit → Clownimator. The upgrade changes the listed damage/durability to 49.5/545, uses SCOPE_3 and broadens the conditional maximum-health threshold to below 75. Preserve these differences instead of copying the wrong scope or threshold into a shared adapter.

Living target’s maximum health Decimator hook Clownimator hook
Below 50 Multiplies incoming bullet factor by 1.15 Multiplies incoming bullet factor by 1.15
Exactly 50 through below 75 No extra factor from this condition Multiplies incoming bullet factor by 1.15
Exactly 75 or above No extra factor from this condition No extra factor from this condition

This table describes the source branch, not native damage measurements. Clownimator profile · Divine upgrade atlas.

Proposed premium treatment

Decimator cream-ceramic and gray-metal concept

The cream ceramic, brushed framing and small optic-inspection light are proposed art choices. The silhouette and palette remain recognizable, with a single rear grip behind the trigger and a smooth open guard in both main views. Actual hand fit, opposite-side construction, aiming alignment, proportions and motion still require model/native review; this painted opening is not a clearance certificate.

Full feature plan

  • Presentation: Minecraft-fit and premium texture modes; purposeful ceramic/metal detail, clean UVs/normals, bounded glow and distance readability.
  • Modules: optic housings, cream-panel finishes, shroud options and earned skins; functional conversions need explicit resource, damage and cadence rules.
  • Animation: equip, idle, locomotion, aim, confirmed fire, recovery, optional reload, inspect and interruption behavior with actual hands.
  • Feedback: original/new flight and impact captures, selectable muzzle/tracer/projectile/surface impacts, expiring decals and confirmed-kill finishers. Do not infer spore bullets from the recipe.
  • Customization/progression: earned charms with declared bonuses where applicable, stickers including animated/glowing options, emblems, module recipes, salvage and upgrade/save conservation.
  • Qualification: multiplayer authority, maximum-health boundary cases, modded attributes, original fallback, TaCZ/turret integration, measured startup/memory/frame-time and reduced-motion options.

Acceptance gates

  • Original native flight, impact, scope, sound and resource evidence
  • Maximum-health boundaries and modded-attribute regression cases
  • Complete module, inspection, effect and finisher concepts
  • Faithful model, both texture modes and actual hand/attachment clearance
  • Full native animation, migration, multiplayer and compatibility tests
  • Equivalent-scene performance and accessibility checks

Armory · Weapon completeness standard

Original identity/assets belong to Tslat and contributors. New art and implementation proposals remain separate from released mechanics.

Recoil interpretation

For this pinned 1.20.1 release, the stored constructor recoil input is not the inherited modifier getter: the inspected BaseGun.getRecoilModifier() returns approximately 0.35. The per-shot method and later client application determine the actual recoil path. Do not infer a stronger or weaker measured kick from the constructor column alone. This clarification does not change the original values, weapon balance or acceptance state. Resolved method routing.