I understand giving all mobs 1 defense to prevent problems with 0, but does this mod also give all mobs 1 extra health? It's pretty weird to see something with hundreds of health...Plus 1. Sorry if this isn't the mod causing this, but it's the one I think is most likely the culprit.
Since I didn't say it the first time, this mod is awesome! I love the charm of the player's prefixes lining up with the enemy prefixes. With that said, I've found three more problems that should be fixed:
Enemies with speed increases have a really bad habit of flying through blocks. Slimes, bats, jellyfish, goblins, if it has speed, it's in the wall.
For some reason, all slimes are the same size. This is most noticable with Purple Slimes and Pinky, but does apply to all of them.
The Mysterious Portals of Etheria can have modifiers. That doesn't seem right.
Yep, I'm seeing that LegacyMisc thing too, but apart from that, it's nice and clean. May I suggest a couple of addons? One that changes drop chances and coins based on the modifier, and another that makes bosses always normal, at least for the first kill.
knockBackResistFactor multiplies the original affix's Critical Chance by a little before it gets applied to a Monster's Knockback resistance.
knockBackScaleFactor does the same, but applies to the Monster's scale instead.
It's defaulted to 4 as then it aligns them with the other values. I may hard code it and remove from the config.
I'll change the OP to show either way.
Later, I'll plan on having specific classes of NPCs only have specific sets of affixes. Modded NPCs may have some basic checks, but will require some manual additions to make them choose the appropriate group.
And no, I'm not going through Tremor's 89565418 NPCs.