stats.yml controls the core combat numbers. This is where you adjust how much health elites have and how hard they hit.
Health Scaling
Each tier has a health multiplier applied to the mob’s base health. A value of1.0 means vanilla health (no change), 2.0 means double, and 0.5 means half.
| Setting | What it does | Default |
|---|---|---|
enableMobHealthScaling | Toggle health scaling on or off. Set to false to give all elites their normal vanilla health. | true |
mobHealthMultiplierPerTier | Health multiplier for each tier. 1.0 = vanilla health, 2.0 = double, 0.5 = half. | See above |
mobHealthRandomVariance | Adds 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 |
0.3. If Tier 5 elites are too spongy, lower the last value.
Damage Scaling
Controls how much damage elites deal relative to their base attack.| Setting | What it does | Default |
|---|---|---|
enableMobDamageMultiplier | Toggle damage scaling on or off. | true |
mobDamageMultiplierPerTier | Damage multiplier for each tier. Values below 1.0 make mobs weaker than vanilla. | See above |
mobDamageRandomVariance | Adds a random offset to each hit. 0.05 means damage varies by +/-5%, so combat feels less predictable. | 0.05 |
2.0. If Tier 1 feels too easy, raise the first value above 1.0.