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 that is added to the mob’s base health. A value of1.0 means the mob gets +100% health (double its normal amount).
enableHealthScaling to false to give all elites their normal vanilla health regardless of tier.
Tip: If Tier 1 elites feel too similar to regular mobs, raise the first value to 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.