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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.

Health Scaling

Each tier has a health multiplier that is added to the mob’s base health. A value of 1.0 means the mob gets +100% health (double its normal amount).
Health:
  enableHealthScaling: true
  healthMultiplierPerTier:
    - 0.1   # Tier 1 — +10% health
    - 0.5   # Tier 2 — +50% health
    - 1.1   # Tier 3 — +110% health (roughly double)
    - 1.8   # Tier 4 — +180% health (nearly triple)
    - 2.6   # Tier 5 — +260% health
Set 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.
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.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.