--Content--
New Enchants
Jousting
-Type:Sharpness
-Max LVL:5
-Damage per LVL:1.2
-Usage: On sprinting attacks, you deal extra damage similar to sharpness
Aftercut
-Type:Sharpness
-Max LVL:5
-Damage per LVL:x0.24
-Usage: On hit, you deal an aftercut to a singular nearby mob that transfers the hits damage
to a max of 120x scaling with level. The range of this scales with 1.5X your range
Leeching Aspect & Leech
-Type:Aspect
-Max LVL:2
-Lifesteal per LVL: 0.0375
-Usage: On hit you heal for a percentage of the damage you dealt, This is signified by blood-pop particles
Soulfire Aspect & Soulflame
-Type:Aspect
-Max LVL:2
-Duration per LVL: 50
-Usage: On hit you apply " Soul fire " to the victim
-Soul fire is similar to fire aspect, however its much slower dealing damage every 40 ticks.
-soul fire is 100% true damage that ignores enchants / armor / ect and soulfire can continue to tick even if its
constantly re-applied meaning that it is far more versatile than fire aspect / active.
-Soul fire can deal damage to fire resistant mobs.
-Soul fire isn't a fire aspect upgrade and isn't mixable with flames, Soulfire deals less damage in exchange for more potency / versatility
-Soulfire uses the NBT's "CRSOULFIRE (Status ), CRSoulFireProc (Pro-crate NBT), Damage source:SOUL
--Balancing & Reworks--
Distance damage rework
New Distance damage
-Distance damage now no longer gives additional damage when you are closest to an enemy
-Distance damage now instead has a much larger range calculated by your reach, and if an enemy is outside of this reach then you will have a flat 50% damage reduction.
-Sprinting will cause you to ignore this and deal full damage regardless of your range, rewarding you for playing agressive
-Y values are only half as calculated and distancedamage proccing is indicated with critical particles
-This new system should feel much better to use and can reward players for playing agressive during neutral / PVE, distance damage will only really punish rangepoking and reward agression
Guard
Guard changes
Guard is now far more consistent and can block more damage sources making it more on-par with a shield or as a general defensive option
In 1.19.4CR, you can see how much extra guard resistance targe gives you
Flourishes / Crits
Flourish / Crit balances
-Nerfed sword flourish value 1.75x->1.5
-Buffed hoe flourish value 1.4x?->1.75
Critical balances
-Buffed hoe crit value +0.15x
-Buffed shovel crit value +0.05x->+0.15x
Enchant changes
Frost Aspect
Reworked Frost Aspect to have an AOE to which it applies
Frost aspect now also uses a proper diminishing formula, meaning that it should be much better and more consistent to use now
Buffed freeze enchant to 45T
Lethality
Buffed scaling to 0.095 per level
It is now statistically better than sharpness
QOL / MISC
Visuals
Configurations
Added many new configurations to enchantments
Properlly alligned earth aspect visuals
Tags
Compatability / item tags
Minecraft:swords Minecraft:axes combat_reborn:combat_shovel combat_reborn:combat_hoe combat_reborn:combat_pickaxe
^ This is in prepration for the datapack support update, but this is good to know Please note that adding tags to items wont make there sweep effect work and heroism only works on the shovel In the next update, datapack support will be added
Bugfixes
-Fixed momentum breaking speed when you left your world with momentum which would bring you below base speed
-Improved enchant backend, enchants now only proc on an m1
-Fixed enchants proccing through guard ( This was horrible with frost aspect you could instafreeze )
-Fixed earth aspect killing EXP / Fixed earth aspect visuals
Fixed Multishot / Quick charge not being removeable from crossbows with enchantment tablets
Removed Guard soundspam & other things not worth mentioning
Fun
