Just wanted to say, this newest version I'm working on may have some corruption involved when updating due to some changes in blocks and Dimension properties. This will mostly affect the Dimension though, so if you haven't gone there or done anything to it, it should be mostly fine.
Just finished adding the current Doomsdays and Amulet effects to the Wiki, that took a long time! I'm getting pretty close to finishing up this newest release so that should be done within the next week or so after I do more testing and finish up the last couple of entities I've added. Also, I really need to know people's opinions about the Bosses spawning in the Overworld and the Dimension, so vote in the poll if you haven't yet please!
Concerning bows, I've noticed that the Hunter's Bow generally outdoes the vanilla bow in everything whereas the Celestial Bow outdoes both bows in everything (arguably Rapid Fire is better against crowds, but let's ignore that fact).
Also, I'm not sure if this is intended behaviour but I've noticed the hunter's bow consistently does somewhat more damage than the vanilla bow.
I was wondering if you could make the Hunter's Bow on par with the vanilla bow in damage, but with significantly increased draw-speed (it would match the "Rapid Fire" ability pretty well) while giving the Celestial Bow somewhat slower draw-speed than either bow but retaining its current significantly-increased damage. In addition, you could make the damage penalty for firing at non-max power greater for the Celestial Bow to make it truly a "Sniper's Bow" (so far, the arrow velocity is still pretty high even when you draw at minimal power).
I was also wondering if you were thinking of making a weapon (or editing a currently-existing weapon) to have armour-piercing capabilities. In other words, counting as melee or non-magic damage but still bypassing armour protection.
Concerning bows, I've noticed that the Hunter's Bow generally outdoes the vanilla bow in everything whereas the Celestial Bow outdoes both bows in everything (arguably Rapid Fire is better against crowds, but let's ignore that fact).
Also, I'm not sure if this is intended behaviour but I've noticed the hunter's bow consistently does somewhat more damage than the vanilla bow.
I was wondering if you could make the Hunter's Bow on par with the vanilla bow in damage, but with significantly increased draw-speed (it would match the "Rapid Fire" ability pretty well) while giving the Celestial Bow somewhat slower draw-speed than either bow but retaining its current significantly-increased damage. In addition, you could make the damage penalty for firing at non-max power greater for the Celestial Bow to make it truly a "Sniper's Bow" (so far, the arrow velocity is still pretty high even when you draw at minimal power).
I was also wondering if you were thinking of making a weapon (or editing a currently-existing weapon) to have armour-piercing capabilities. In other words, counting as melee or non-magic damage but still bypassing armour protection.
Well, the Hunter's Bow does take a lot more to craft so that's the reason it's overall better than the Vanilla one, which is quite easy to craft. I will actually probably give the Hunter's Bow faster draw speed and change the Celestial Longbow to have a slightly longer draw speed than the Vanilla one.
I've thought about doing an armor-piercing or magic only weapon, the Frozen Lightning and Thardus were going to be converted to that. But I'm still figuring out the best method to do that. Most other mods just have the normal hit damage plus the magic damage inflicted resulting in two hits being done. But yeah, I have been toying with ideas for doing that.
I've tested this with Flan's Mod and it appears that for some reason, bosses are not affected at all by projectiles from this mod. Tragic non-boss mobs are affected as expected, but boss mobs just show the "hurt" animation without flashing red or taking any damage at all. Do bosses from this mod handle projectile damage differently from other mobs?
EDIT: Strangely enough, it started working almost normally all of a sudden. It may have had to do with how projectile hitbox sizes are handled, but as of now I'm not sure. Instead of bosses not being affected at all (apart from showing the hit animation), they now get hit but they appear to have a negative knockback when hit by guns from Flan's mod. (Meaning that they get closer each time you shoot them.)
I've tested this with Flan's Mod and it appears that for some reason, bosses are not affected at all by projectiles from this mod. Tragic non-boss mobs are affected as expected, but boss mobs just show the "hurt" animation without flashing red or taking any damage at all. Do bosses from this mod handle projectile damage differently from other mobs?
EDIT: Strangely enough, it started working almost normally all of a sudden. It may have had to do with how projectile hitbox sizes are handled, but as of now I'm not sure. Instead of bosses not being affected at all (apart from showing the hit animation), they now get hit but they appear to have a negative knockback when hit by guns from Flan's mod. (Meaning that they get closer each time you shoot them.)
I've done nothing special for projectile damage so I have no idea what's causing that behavior. I'll do some testing to see later on!
Also, I've noticed that loading a chunk with a claymation and keeping the claymation loaded results in some sort of massive memory leak. When I stood in front of a claymation, I went from 1gb RAM usage to 1.5gb usage in under a minute. When I killed the claymation with my awe-inspiring sword of justice, the growth stopped but did not go back down to its original value. I spawned another claymation which resulted in the same increase.
Also, I've noticed that loading a chunk with a claymation and keeping the claymation loaded results in some sort of massive memory leak. When I stood in front of a claymation, I went from 1gb RAM usage to 1.5gb usage in under a minute. When I killed the claymation with my awe-inspiring sword of justice, the growth stopped but did not go back down to its original value. I spawned another claymation which resulted in the same increase.
I thought I fixed all of the entity memory leaks, dang it. Anyways, thanks for finding that, it's fixed now.
Gosh, it's been a year since I first released the first version of the mod (actually yesterday was a year, but I wasn't on most of the day). Seeing the changes from then and now is really interesting, especially in regards to the mod.
I think the Beastly Claws should deal (relatively) low damage with very high attack speed, much like the katanas from Balkon's WeaponMod.
Most mobs have a damage immunity time after being hurt so faster attack speed wouldn't really do anything to them. The original plan was to have those have really fast attack speed (since they are supposed to be claws you wear like gloves) but yeah, I decided to instead make them do increased damage when you attack something quickly that builds up like a combo.
Actually, I've seen the "damage immunity time" shortened in two scenarios, so I'm sure it's also accomplishable here:
As I've mentioned before, weapons from Balkon's WeaponMod have an attack speed attribute. Whether this attribute is a vanilla NBT tag or an NBT tag introduced by the mod, I'm not sure, because of my next point:
There's a Bukkit plugin called NoHitDelay. It does what it says on the tin - it shortens all immunity times to about a tick instead of half a second. The fact that a plugin could do this might suggest immunity time is actually a vanilla attribute, but I'm not sure if it accomplishes this through the use of attributes or through some other method. And even if it does use attributes, it might be accomplishing it through editing mob mechanics rather than item mechanics.
If it's indeed a vanilla attribute pertaining to items (as opposed to pertaining to mobs), then it would be possible to do with the Beastly Claws. If it doesn't pertain to items or it's not an attribute at all, then I can see why it would not be feasible (as it would either require a mechanic that could conflict with other mods or introduce an undesirable dependency on another mod).
Actually, I've seen the "damage immunity time" shortened in two scenarios, so I'm sure it's also accomplishable here:
As I've mentioned before, weapons from Balkon's WeaponMod have an attack speed attribute. Whether this attribute is a vanilla NBT tag or an NBT tag introduced by the mod, I'm not sure, because of my next point:
There's a Bukkit plugin called NoHitDelay. It does what it says on the tin - it shortens all immunity times to about a tick instead of half a second. The fact that a plugin could do this might suggest immunity time is actually a vanilla attribute, but I'm not sure if it accomplishes this through the use of attributes or through some other method. And even if it does use attributes, it might be accomplishing it through editing mob mechanics rather than item mechanics.
If it's indeed a vanilla attribute pertaining to items (as opposed to pertaining to mobs), then it would be possible to do with the Beastly Claws. If it doesn't pertain to items or it's not an attribute at all, then I can see why it would not be feasible (as it would either require a mechanic that could conflict with other mods or introduce an undesirable dependency on another mod).
The hurt resistant time is specific to entities as you can attack with any weapon as fast as you can click, there's a tiny buffer time but it's irrelevant to normal users. Either way, the hurt resistant time is a full second normally (or 20 ticks), unless you attack with less damage than the previous hit, in which you'll do the difference. Looking into it more shows that the method that does this is actually easily accessible and therefore modifiable, but I'd probably have to do it for every entity to ensure of consistency with the weapon and that'd conflict with other mods (as you said), which may mess with their balance or mob AI. So I'd much rather not modify that.
Now you might be wondering: "We already have Poison and Wither, this seems highly redundant!" Well, I'm not sure what crossed Mojang's mind when they decided to make Wither a fancier version of Poison (I'm not sure what crosses their mind half the time), but I can assure you that Bleed is a non-redundant, fancy version of Poison.
Instead of removing a flat amount of damage each time the potion effect ticks (which works rather poorly on my server), Bleed reduces a percentage of your total health each time it ticks, and cannot be resisted with Immunity. Each time you are damaged with Bleed, you lose 5% of your total health. Higher potion intensities result it Bleed being ticked more often, just like how it works with Poison and Wither.
You might next wonder how "5% of your total health per hit" is any different from the "1 damage per hit" that Wither and Poison do. When you consider the usual 20-hp point system, there really is no difference (besides resistance to Immunity). But when you consider any value higher than 20 points, Bleed can end up doing remarkably more damage than Wither/Poison.
Perhaps a few additional effects could make it slightly more interesting: undead mobs cannot be afflicted with bleeding, miniboss/boss mobs afflicted with bleeding only lose 1% per tick, and players will emit some sort of bleeding particle effect each time they are damaged. I admit this doesn't sound like a creative, original, nor innovative idea at all, so I'm open to modifying the idea if you're considering it. To be honest, the real reason I suggested this is because of the following two (petty) reasons:
If I can be poisoned and lit on fire, I sure as hell would want an effect that involved bleeding. It just feels complete that way.
Level 1 wither/poison on my server is pathetic because I revamped the entire health system to be based around 100-points rather than 20-points. (Creepers/Zombies/Skeletons have 100-130ish hp whereas players start with 160hp.) I did say my reasons were petty, but I thought I may as well have tried anyway, hoping this potion effect would work well for other people too.
Now you might be wondering: "We already have Poison and Wither, this seems highly redundant!" Well, I'm not sure what crossed Mojang's mind when they decided to make Wither a fancier version of Poison (I'm not sure what crosses their mind half the time), but I can assure you that Bleed is a non-redundant, fancy version of Poison.
Instead of removing a flat amount of damage each time the potion effect ticks (which works rather poorly on my server), Bleed reduces a percentage of your total health each time it ticks, and cannot be resisted with Immunity. Each time you are damaged with Bleed, you lose 5% of your total health. Higher potion intensities result it Bleed being ticked more often, just like how it works with Poison and Wither.
You might next wonder how "5% of your total health per hit" is any different from the "1 damage per hit" that Wither and Poison do. When you consider the usual 20-hp point system, there really is no difference (besides resistance to Immunity). But when you consider any value higher than 20 points, Bleed can end up doing remarkably more damage than Wither/Poison.
Perhaps a few additional effects could make it slightly more interesting: undead mobs cannot be afflicted with bleeding, miniboss/boss mobs afflicted with bleeding only lose 1% per tick, and players will emit some sort of bleeding particle effect each time they are damaged. I admit this doesn't sound like a creative, original, nor innovative idea at all, so I'm open to modifying the idea if you're considering it. To be honest, the real reason I suggested this is because of the following two (petty) reasons:
If I can be poisoned and lit on fire, I sure as hell would want an effect that involved bleeding. It just feels complete that way.
Level 1 wither/poison on my server is pathetic because I revamped the entire health system to be based around 100-points rather than 20-points. (Creepers/Zombies/Skeletons have 100-130ish hp whereas players start with 160hp.) I did say my reasons were petty, but I thought I may as well have tried anyway, hoping this potion effect would work well for other people too.
I've been meaning to add another damage similar to the Wither/Poison effect as you're describing but finding out how to make it unique is the difficult part, aside from that determining when the effect is used is another issue. Anyway, thinking about the effect in the way you described it, maybe it could be something that starts out with a small amount of damage and the longer the effect is on you, the more damage you take from it.
I've been meaning to add another damage similar to the Wither/Poison effect as you're describing but finding out how to make it unique is the difficult part, aside from that determining when the effect is used is another issue. Anyway, thinking about the effect in the way you described it, maybe it could be something that starts out with a small amount of damage and the longer the effect is on you, the more damage you take from it.
Increasing damage over time sounds like a great idea. Maybe it could be something along the lines of "for the first ten bleed ticks, deal 2% total hp damage each, then for the next ten ticks, deal 2% damage + 1 flat damage, then for the next ten ticks, deal 2% + 2 flat damage" and so on. I'm not familiar with how potion effects are handled though, but I am familiar that it's a pretty clumsy and primitive system (it lacks the concept of priorities, for one). So I'm not sure how having a "timer within a timer" would work out, exactly.
On another three notes, it appears pirahs (those carnivorous fishies) don't extinguish in water, disorientation doesn't seem to do anything, and the Range enchantment doesn't seem to work in The End (not sure about the Nether).
EDIT: I've been messing around with the Thardus and noticed two things.
When you fire a projectile, where the projectile spawns is quite strange. When you are looking at an air block (meaning there are no solid blocks within your reach), projectiles spawn a few blocks in front of you. When you are looking downwards or at a block, projectiles spawn in front of you as they should.
When I hit an Apis with said projectiles, it looked like it had negative knockback (it moves toward you each time it gets hit) as I mentioned in a problem before.
I also played with the Blinding Light and noticed that it can only fire projectiles when you're looking at a block.
Poison Break from the Red Mercury Dagger aims the wrong way. Instead of firing towards where you look, it fires behind you. Gotta say, though, that's great if you want to surprise people, but that's about it.
Completely unrelated, but "Growth Spurt" seems slightly busted in that only the bottom halves of sunflowers spawn (the top halves instantly break for some reason), combined with the fact that the doomsday only spawns the same damage value for a block. For example, there are multiple damage values for 2-block tall plants, but it seems the spell only uses the first damage value "0" which happens to be the sunflower. The same happens with tall_grass (a damage value of 0 is a dead bush). On a side note, you could probably also add other kinds of flowers in addition to the yellow and red ones.
EDIT2: And while I'm still here, I've noticed the Dragon Fang's right click doesn't do anything when I remember that it used to activate the second Doomsday ability, Fire Rain.
EDIT3: Whew, so many edits! Sorry about this, but I just got another two ideas for potion effects that came to mind. I don't know what the name of it would be, exactly, but I thought of a negative potion effect that would render your armour's physical protection completely ineffective. Essentially, the "armour points" do nothing when you are affected - almost like you're naked - but the enchantments on each armour piece are still in effect. When you're affected by this effect, your armour points could show up as "broken", much like your hunger bar or health bar can change appearance when affected. The other potion effect I thought of would allow you to recover Doom faster, much like Regeneration, by multiplying your base doom recovery rate (specified in the config) by some factor.
Increasing damage over time sounds like a great idea. Maybe it could be something along the lines of "for the first ten bleed ticks, deal 2% total hp damage each, then for the next ten ticks, deal 2% damage + 1 flat damage, then for the next ten ticks, deal 2% + 2 flat damage" and so on. I'm not familiar with how potion effects are handled though, but I am familiar that it's a pretty clumsy and primitive system (it lacks the concept of priorities, for one). So I'm not sure how having a "timer within a timer" would work out, exactly.
On another three notes, it appears pirahs (those carnivorous fishies) don't extinguish in water, disorientation doesn't seem to do anything, and the Range enchantment doesn't seem to work in The End (not sure about the Nether).
EDIT: I've been messing around with the Thardus and noticed two things.
When you fire a projectile, where the projectile spawns is quite strange. When you are looking at an air block (meaning there are no solid blocks within your reach), projectiles spawn a few blocks in front of you. When you are looking downwards or at a block, projectiles spawn in front of you as they should.
When I hit an Apis with said projectiles, it looked like it had negative knockback (it moves toward you each time it gets hit) as I mentioned in a problem before.
I also played with the Blinding Light and noticed that it can only fire projectiles when you're looking at a block.
Poison Break from the Red Mercury Dagger aims the wrong way. Instead of firing towards where you look, it fires behind you. Gotta say, though, that's great if you want to surprise people, but that's about it.
Completely unrelated, but "Growth Spurt" seems slightly busted in that only the bottom halves of sunflowers spawn (the top halves instantly break for some reason), combined with the fact that the doomsday only spawns the same damage value for a block. For example, there are multiple damage values for 2-block tall plants, but it seems the spell only uses the first damage value "0" which happens to be the sunflower. The same happens with tall_grass (a damage value of 0 is a dead bush). On a side note, you could probably also add other kinds of flowers in addition to the yellow and red ones.
EDIT2: And while I'm still here, I've noticed the Dragon Fang's right click doesn't do anything when I remember that it used to activate the second Doomsday ability, Fire Rain.
EDIT3: Whew, so many edits! Sorry about this, but I just got another two ideas for potion effects that came to mind. I don't know what the name of it would be, exactly, but I thought of a negative potion effect that would render your armour's physical protection completely ineffective. Essentially, the "armour points" do nothing when you are affected - almost like you're naked - but the enchantments on each armour piece are still in effect. When you're affected by this effect, your armour points could show up as "broken", much like your hunger bar or health bar can change appearance when affected. The other potion effect I thought of would allow you to recover Doom faster, much like Regeneration, by multiplying your base doom recovery rate (specified in the config) by some factor.
That's a long list of things. Let's see...
Potion Effects are basically handled like ItemStacks in which each one is unique, but if you get a new effect with higher amplifier or higher duration than a current one, it'll use the higher amounts and combine the effects. Basically they are updated every tick until they are removed or run out of duration. Either way, Bleed wouldn't be too difficult to implement. I actually use a similar thing to Potion Effects for my Doomsday effects.
The Pirah thing is pretty weird, but yeah, should be an easy fix. I probably broke Disorientation while I was working on Clarity and didn't notice, that should be easy as well. The Reach Enchantment was pretty much disabled for non-Overworld Dimensions while I fixed up some crashes with some Dimensional mods pertaining to it, at this point I'm pretty sure it's fixed for all Dimensions but I haven't tested it out yet.
The projectiles from weapons currently can only be fired if you're looking at a block, at a max range of around 50 blocks away. This is going to be rewritten soon to allow you to use them whenever, but yeah. Small bug for those due to that being the fastest way for me to set up projectiles for weapons. I haven't had time to look into the negative knockback thing, but I'll look into it soon.
Poison Break has always been a bit buggy, for whatever reason, every time I fix it, I derp up something else lol. But I think having it shooting behind you would be nice for running away from enemies so that may be something that actually stays. I forgot to set up the Growth Spurt Doomsday to use metadata but yeah, there is a bug with the sunflower top breaking for some reason, which I'm sure will also affect other double tall plants, so I'll have to look into that more to see why that's happening.
Dragon Fang's right click Doomsday in current release should be just a normal right-click to use, and sneak right-click to shoot a fireball. But I've fixed some stuff with that recently so I don't remember it's previous state... actually now I think it was broken for checking how much Doomsday you had and also it displayed the wrong Doomsday name in it's confirmation message when you use it, as well, the fireball is broken too I think.
Well, for the armor negation effect, I would probably call that like... Expose... or something.. but that could just convert any damage done to the player to armor piercing damage for the duration of the effect so probably wouldn't be too difficult to do. Actually, I already added a new Potion Effect called Convergence that restores your Doom faster, it kinda works in that it randomly gives you 1 - 3 Doom, not on any set interval.
Quote from CommodoreAlpha»
Instead of bosses not being affected at all (apart from showing the hit animation), they now get hit but they appear to have a negative knockback when hit by guns from Flan's mod. (Meaning that they get closer each time you shoot them.)
From my testing with my own mod and with other mods like OreSpawn and Twilight Forest as well as with Flan's Mod with the Modern Warfare pack, there was no negative knockback at all done to any of my entities. So I have no idea what's causing that for you. I'll test it out on a server in a bit and see if there may be something happening with that.
From my testing with my own mod and with other mods like OreSpawn and Twilight Forest as well as with Flan's Mod with the Modern Warfare pack, there was no negative knockback at all done to any of my entities. So I have no idea what's causing that for you. I'll test it out on a server in a bit and see if there may be something happening with that.
That's strange then. I suspect it may be due to my modpack then. I don't think it has anything to do with playing on a non-singleplayer server environment because I did all my tests in singleplayer. I'll get back to you ASAP to figure out if it's a "mod conflict".
EDIT: Gotta love it when you're debugging and your first hunch turns out to be true. It is a matter of a mod conflict. Balkon's WeaponMod causes specifically your mobs to receive negative knockback (actually, I only tested the minotaur and the Apis, so take my claim with a bathtub of salt). I suspect it's because Balkon's WeaponMod adds in and messes with weapon attributes.
EDIT2: Also, I've a suggestion to make. Is there a possibility of using a custom lightning entity instead of the vanilla lightning entity? It's a weird question, I know, but I feel both that the lightning entity is overused wherever a mod/plugin involves some sort of "smite" or "bolt" attack, and that the lightning entity is too invasive for this.
It's invasive mainly in two ways: it stretches all the way from the sky to wherever it's supposed to hit and makes a giant flash, and it makes a noise that you can hear from afar - it looks deadly but it's also quite an annoying distraction.
Instead, perhaps this custom lightning entity (which would replace all current mobs/items that use it, like Flight of the Valkyries or the Skultar) would produce a sound with a "normal" radius, and would have, say, a 3-5 block height. And it doesn't even have to be a custom lightning entity, just something that looks like a bolt attack to replace thunderstorm lightning.
I've a suggestion to make. Is there a possibility of using a custom lightning entity instead of the vanilla lightning entity? It's a weird question, I know, but I feel both that the lightning entity is overused wherever a mod/plugin involves some sort of "smite" or "bolt" attack, and that the lightning entity is too invasive for this.
It's invasive mainly in two ways: it stretches all the way from the sky to wherever it's supposed to hit and makes a giant flash, and it makes a noise that you can hear from afar - it looks deadly but it's also quite an annoying distraction.
Instead, perhaps this custom lightning entity (which would replace all current mobs/items that use it, like Flight of the Valkyries or the Skultar) would produce a sound with a "normal" radius, and would have, say, a 3-5 block height. And it doesn't even have to be a custom lightning entity, just something that looks like a bolt attack to replace thunderstorm lightning.
If I did that, it'd probably be a directed Lightning bolt, from the source of the bolt to whatever it's striking rather than from the sky.
Also, I'm not sure if this is intended behaviour but I've noticed the hunter's bow consistently does somewhat more damage than the vanilla bow.
I was wondering if you could make the Hunter's Bow on par with the vanilla bow in damage, but with significantly increased draw-speed (it would match the "Rapid Fire" ability pretty well) while giving the Celestial Bow somewhat slower draw-speed than either bow but retaining its current significantly-increased damage. In addition, you could make the damage penalty for firing at non-max power greater for the Celestial Bow to make it truly a "Sniper's Bow" (so far, the arrow velocity is still pretty high even when you draw at minimal power).
I was also wondering if you were thinking of making a weapon (or editing a currently-existing weapon) to have armour-piercing capabilities. In other words, counting as melee or non-magic damage but still bypassing armour protection.
Well, the Hunter's Bow does take a lot more to craft so that's the reason it's overall better than the Vanilla one, which is quite easy to craft. I will actually probably give the Hunter's Bow faster draw speed and change the Celestial Longbow to have a slightly longer draw speed than the Vanilla one.
I've thought about doing an armor-piercing or magic only weapon, the Frozen Lightning and Thardus were going to be converted to that. But I'm still figuring out the best method to do that. Most other mods just have the normal hit damage plus the magic damage inflicted resulting in two hits being done. But yeah, I have been toying with ideas for doing that.
EDIT: Strangely enough, it started working almost normally all of a sudden. It may have had to do with how projectile hitbox sizes are handled, but as of now I'm not sure. Instead of bosses not being affected at all (apart from showing the hit animation), they now get hit but they appear to have a negative knockback when hit by guns from Flan's mod. (Meaning that they get closer each time you shoot them.)
I've done nothing special for projectile damage so I have no idea what's causing that behavior. I'll do some testing to see later on!
I thought I fixed all of the entity memory leaks, dang it. Anyways, thanks for finding that, it's fixed now.
Most mobs have a damage immunity time after being hurt so faster attack speed wouldn't really do anything to them. The original plan was to have those have really fast attack speed (since they are supposed to be claws you wear like gloves) but yeah, I decided to instead make them do increased damage when you attack something quickly that builds up like a combo.
The hurt resistant time is specific to entities as you can attack with any weapon as fast as you can click, there's a tiny buffer time but it's irrelevant to normal users. Either way, the hurt resistant time is a full second normally (or 20 ticks), unless you attack with less damage than the previous hit, in which you'll do the difference. Looking into it more shows that the method that does this is actually easily accessible and therefore modifiable, but I'd probably have to do it for every entity to ensure of consistency with the weapon and that'd conflict with other mods (as you said), which may mess with their balance or mob AI. So I'd much rather not modify that.
Now you might be wondering: "We already have Poison and Wither, this seems highly redundant!" Well, I'm not sure what crossed Mojang's mind when they decided to make Wither a fancier version of Poison (I'm not sure what crosses their mind half the time), but I can assure you that Bleed is a non-redundant, fancy version of Poison.
Instead of removing a flat amount of damage each time the potion effect ticks (which works rather poorly on my server), Bleed reduces a percentage of your total health each time it ticks, and cannot be resisted with Immunity. Each time you are damaged with Bleed, you lose 5% of your total health. Higher potion intensities result it Bleed being ticked more often, just like how it works with Poison and Wither.
You might next wonder how "5% of your total health per hit" is any different from the "1 damage per hit" that Wither and Poison do. When you consider the usual 20-hp point system, there really is no difference (besides resistance to Immunity). But when you consider any value higher than 20 points, Bleed can end up doing remarkably more damage than Wither/Poison.
Perhaps a few additional effects could make it slightly more interesting: undead mobs cannot be afflicted with bleeding, miniboss/boss mobs afflicted with bleeding only lose 1% per tick, and players will emit some sort of bleeding particle effect each time they are damaged. I admit this doesn't sound like a creative, original, nor innovative idea at all, so I'm open to modifying the idea if you're considering it. To be honest, the real reason I suggested this is because of the following two (petty) reasons:
I've been meaning to add another damage similar to the Wither/Poison effect as you're describing but finding out how to make it unique is the difficult part, aside from that determining when the effect is used is another issue. Anyway, thinking about the effect in the way you described it, maybe it could be something that starts out with a small amount of damage and the longer the effect is on you, the more damage you take from it.
Increasing damage over time sounds like a great idea. Maybe it could be something along the lines of "for the first ten bleed ticks, deal 2% total hp damage each, then for the next ten ticks, deal 2% damage + 1 flat damage, then for the next ten ticks, deal 2% + 2 flat damage" and so on. I'm not familiar with how potion effects are handled though, but I am familiar that it's a pretty clumsy and primitive system (it lacks the concept of priorities, for one). So I'm not sure how having a "timer within a timer" would work out, exactly.
On another three notes, it appears pirahs (those carnivorous fishies) don't extinguish in water, disorientation doesn't seem to do anything, and the Range enchantment doesn't seem to work in The End (not sure about the Nether).
EDIT: I've been messing around with the Thardus and noticed two things.
EDIT3: Whew, so many edits! Sorry about this, but I just got another two ideas for potion effects that came to mind. I don't know what the name of it would be, exactly, but I thought of a negative potion effect that would render your armour's physical protection completely ineffective. Essentially, the "armour points" do nothing when you are affected - almost like you're naked - but the enchantments on each armour piece are still in effect. When you're affected by this effect, your armour points could show up as "broken", much like your hunger bar or health bar can change appearance when affected. The other potion effect I thought of would allow you to recover Doom faster, much like Regeneration, by multiplying your base doom recovery rate (specified in the config) by some factor.
That's a long list of things. Let's see...
Potion Effects are basically handled like ItemStacks in which each one is unique, but if you get a new effect with higher amplifier or higher duration than a current one, it'll use the higher amounts and combine the effects. Basically they are updated every tick until they are removed or run out of duration. Either way, Bleed wouldn't be too difficult to implement. I actually use a similar thing to Potion Effects for my Doomsday effects.
The Pirah thing is pretty weird, but yeah, should be an easy fix. I probably broke Disorientation while I was working on Clarity and didn't notice, that should be easy as well. The Reach Enchantment was pretty much disabled for non-Overworld Dimensions while I fixed up some crashes with some Dimensional mods pertaining to it, at this point I'm pretty sure it's fixed for all Dimensions but I haven't tested it out yet.
The projectiles from weapons currently can only be fired if you're looking at a block, at a max range of around 50 blocks away. This is going to be rewritten soon to allow you to use them whenever, but yeah. Small bug for those due to that being the fastest way for me to set up projectiles for weapons. I haven't had time to look into the negative knockback thing, but I'll look into it soon.
Poison Break has always been a bit buggy, for whatever reason, every time I fix it, I derp up something else lol. But I think having it shooting behind you would be nice for running away from enemies so that may be something that actually stays. I forgot to set up the Growth Spurt Doomsday to use metadata but yeah, there is a bug with the sunflower top breaking for some reason, which I'm sure will also affect other double tall plants, so I'll have to look into that more to see why that's happening.
Dragon Fang's right click Doomsday in current release should be just a normal right-click to use, and sneak right-click to shoot a fireball. But I've fixed some stuff with that recently so I don't remember it's previous state... actually now I think it was broken for checking how much Doomsday you had and also it displayed the wrong Doomsday name in it's confirmation message when you use it, as well, the fireball is broken too I think.
Well, for the armor negation effect, I would probably call that like... Expose... or something.. but that could just convert any damage done to the player to armor piercing damage for the duration of the effect so probably wouldn't be too difficult to do. Actually, I already added a new Potion Effect called Convergence that restores your Doom faster, it kinda works in that it randomly gives you 1 - 3 Doom, not on any set interval.
From my testing with my own mod and with other mods like OreSpawn and Twilight Forest as well as with Flan's Mod with the Modern Warfare pack, there was no negative knockback at all done to any of my entities. So I have no idea what's causing that for you. I'll test it out on a server in a bit and see if there may be something happening with that.
That's strange then. I suspect it may be due to my modpack then. I don't think it has anything to do with playing on a non-singleplayer server environment because I did all my tests in singleplayer. I'll get back to you ASAP to figure out if it's a "mod conflict".
EDIT: Gotta love it when you're debugging and your first hunch turns out to be true. It is a matter of a mod conflict. Balkon's WeaponMod causes specifically your mobs to receive negative knockback (actually, I only tested the minotaur and the Apis, so take my claim with a bathtub of salt). I suspect it's because Balkon's WeaponMod adds in and messes with weapon attributes.
EDIT2: Also, I've a suggestion to make. Is there a possibility of using a custom lightning entity instead of the vanilla lightning entity? It's a weird question, I know, but I feel both that the lightning entity is overused wherever a mod/plugin involves some sort of "smite" or "bolt" attack, and that the lightning entity is too invasive for this.
It's invasive mainly in two ways: it stretches all the way from the sky to wherever it's supposed to hit and makes a giant flash, and it makes a noise that you can hear from afar - it looks deadly but it's also quite an annoying distraction.
Instead, perhaps this custom lightning entity (which would replace all current mobs/items that use it, like Flight of the Valkyries or the Skultar) would produce a sound with a "normal" radius, and would have, say, a 3-5 block height. And it doesn't even have to be a custom lightning entity, just something that looks like a bolt attack to replace thunderstorm lightning.
If I did that, it'd probably be a directed Lightning bolt, from the source of the bolt to whatever it's striking rather than from the sky.