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[Suggestion] Regarding the balance issues of stunlock #7

@xy177

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@xy177

It has a 15% chance to trigger after each attack and lasts for 8 seconds. Doesn't this mean that as long as the player's attack interval is less than 1.2 seconds, theoretically, they can control the monster indefinitely (no matter how strong it is)? And this doesn't even take team combat into account.
I have an immature idea (the main feedback is that stunlock feels overly powerful—of course, it’s up to you to decide how to adjust it, if any). Could we associate stunlock with weapon damage and enemy health? For example, after an attack, a stacked value could be recorded on the enemy in NBT format based on a certain percentage of the damage dealt. When this value reaches a specific percentage of the enemy’s maximum health, the enemy will be paralyzed (both percentages are configurable). In this way, regardless of the modpack environment, as long as the author can balance the relationship between the player’s attack power and the enemy’s health, its trigger frequency can be controlled.

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