Minecraft Version
1.21.x
Mod Loader Version
1.21.1
Mod Version
latest version
Describe the Issue
Hello,
I would like to report an issue related to the Smiting (Blacksmith) stat in the LevelZ additional stats system.
While testing on a dedicated server, I found that the explosion knockback resistance granted by the Smiting stat completely blocks Wind Charge self-jump mechanics.
Specifically, when a player uses a Wind Charge on themselves, the upward knockback does not apply at all if the explosion knockback resistance from Smiting is present.
Important details:
It is not a crash or log error, but a gameplay logic issue.
The explosion knockback resistance affects not only explosions, but also mechanics that rely on explosion-based velocity application (such as Wind Charge self-jumps).
From a gameplay perspective, this behavior feels unintended:
Wind Charge self-movement is a core vanilla mechanic.
Completely nullifying it due to a stat bonus can break mobility and player expectations.
Explosion knockback resistance is usually expected to reduce damage or external knockback, not block intentional self-movement mechanics.
Suggestion:
Exclude Wind Charge (or similar self-applied mechanics) from being affected by explosion knockback resistance, or
Provide a config option to disable this interaction, or
Adjust the logic so explosion knockback resistance does not fully cancel velocity application.
I believe this stat interaction is unnecessary and harmful to gameplay balance, especially on servers.
Thank you for your work, and I hope this can be improved.
Additionally, I would like to suggest an improvement related to magic scaling:
Currently, Spell Power–based magic damage does not seem to scale directly with any dedicated magic stat.
It would be very helpful if the magic-related stat could increase Spell Power damage output, similar to how physical stats scale melee or ranged damage.
This would:
Make magic builds feel more rewarding and scalable
Improve build diversity and stat clarity
Align magic progression with other combat archetypes
Even a small or configurable scaling factor would be greatly appreciated.
latest.log
No need
Do you use any other mods except the required ones?
No response
Minecraft Version
1.21.x
Mod Loader Version
1.21.1
Mod Version
latest version
Describe the Issue
Hello,
I would like to report an issue related to the Smiting (Blacksmith) stat in the LevelZ additional stats system.
While testing on a dedicated server, I found that the explosion knockback resistance granted by the Smiting stat completely blocks Wind Charge self-jump mechanics.
Specifically, when a player uses a Wind Charge on themselves, the upward knockback does not apply at all if the explosion knockback resistance from Smiting is present.
Important details:
It is not a crash or log error, but a gameplay logic issue.
The explosion knockback resistance affects not only explosions, but also mechanics that rely on explosion-based velocity application (such as Wind Charge self-jumps).
From a gameplay perspective, this behavior feels unintended:
Wind Charge self-movement is a core vanilla mechanic.
Completely nullifying it due to a stat bonus can break mobility and player expectations.
Explosion knockback resistance is usually expected to reduce damage or external knockback, not block intentional self-movement mechanics.
Suggestion:
Exclude Wind Charge (or similar self-applied mechanics) from being affected by explosion knockback resistance, or
Provide a config option to disable this interaction, or
Adjust the logic so explosion knockback resistance does not fully cancel velocity application.
I believe this stat interaction is unnecessary and harmful to gameplay balance, especially on servers.
Thank you for your work, and I hope this can be improved.
Additionally, I would like to suggest an improvement related to magic scaling:
Currently, Spell Power–based magic damage does not seem to scale directly with any dedicated magic stat.
It would be very helpful if the magic-related stat could increase Spell Power damage output, similar to how physical stats scale melee or ranged damage.
This would:
Make magic builds feel more rewarding and scalable
Improve build diversity and stat clarity
Align magic progression with other combat archetypes
Even a small or configurable scaling factor would be greatly appreciated.
latest.log
No need
Do you use any other mods except the required ones?
No response