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stats.yml controls the core combat numbers. This is where you adjust how much health elites have and how hard they hit. All stat settings can be overridden per-world via the overlay system.

Health Scaling

Each tier has a health multiplier applied to the mob’s base health. A value of 1.0 means vanilla health (no change), 2.0 means double, and 0.5 means half.
Health:
  enableMobHealthScaling: true
  mobHealthMultiplierPerTier:
    - 0.3   # Tier 1  -  30% of base health
    - 0.6   # Tier 2  -  60% of base health
    - 1.1   # Tier 3  -  110% of base health
    - 1.8   # Tier 4  -  180% of base health
    - 2.6   # Tier 5  -  260% of base health
  mobHealthRandomVariance: 0.05
SettingWhat it doesDefault
enableMobHealthScalingToggle health scaling on or off. Set to false to give all elites their normal vanilla health. Can be overridden per-world.true
mobHealthMultiplierPerTierHealth multiplier for each tier. 1.0 = vanilla health, 2.0 = double, 0.5 = half.See above
mobHealthRandomVarianceAdds a random offset to each mob’s health multiplier on spawn. 0.05 means health varies by +/-5%, so no two elites of the same tier have identical health.0.05
Tip: If Tier 1 elites feel too similar to regular mobs, raise the first value to 0.5. If Tier 5 elites are too spongy, lower the last value.

Damage Scaling

Controls how much damage elites deal relative to their base attack.
Damage:
  enableMobDamageMultiplier: true
  mobDamageMultiplierPerTier:
    - 0.6   # Tier 1  -  60% of base damage (weaker than vanilla)
    - 1.1   # Tier 2  -  110% of base damage
    - 1.6   # Tier 3  -  160% of base damage
    - 2.1   # Tier 4  -  210% of base damage
    - 2.6   # Tier 5  -  260% of base damage
  mobDamageRandomVariance: 0.05
SettingWhat it doesDefault
enableMobDamageMultiplierToggle damage scaling on or off. Can be overridden per-world.true
mobDamageMultiplierPerTierDamage multiplier for each tier. Values below 1.0 make mobs weaker than vanilla.See above
mobDamageRandomVarianceAdds a random offset to each hit. 0.05 means damage varies by +/-5%, so combat feels less predictable.0.05
Tip: If players are getting one-shot by Tier 5 mobs, lower the last damage value to 2.0. If Tier 1 feels too easy, raise the first value above 1.0.