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Since story mode revisions are happening, I thought I'd take this chance to evaluate the in-game Minecraft mobs. No, this isn't a MHS+ revision thread so please don't bring it up here.
Abilities
Now, I'm fine with the Snow Golem and Silverfish ratings. What I'm not fine with is most of the normal mobs. Most mobs are scaled from being able to withstand the heat of the Nether, "which is hot enough to instantly vaporize whole metric cubes of water". Trouble is, while that may be true in-game, there's really no way to know that. The most water that you canonically can take to the Nether at one time is buckets of water. One bucket of water = one water source block. So in essence, the Nether can only vaporise one water source block at a time in canon.
Volume for a water source block = 87.5cm (14 pixels high) x 100cm x 100cm = 875000cm^3. Vaporization of water: 2575 J/cm^3. So 2575 x 875000 = 2253125000J or 2.253125000 x10^9 Joules. This is Building level. Anything higher is just excessive.
Ok, so Building level confirmed right? Well yes, but the justifications need work. The Nether can vaporise water source blocks, not 'whole metric cubes of water' since there's no way to tell that without commands which aren't canon.
Furthermore, nether mobs such as Zombie Pigmen are given the same justification of being able to withstand the heat of the Nether. Ok... I'd be worried if they couldn't? These mobs can casually swim in lava and are resistant to heat; being affected by the Nether's heat would be an anti-feat. These Nether mobs should scale to being on par with, or superior to, the Skeleton, which doesn't have an inherit heat resistance. However, one mob that DOESN'T scale is the Ghast. It's a clear glass-cannon and is one of the few mobs that doesn't have 20 health or more, indicating that it is weaker (in terms of durability) than other mobs. The Ghast should be 9-A, or Small Building Level, in durability.
New Keys
Zombies and Skeletons can both spawn wearing full enchanted diamond armour. Not only is this the same stuff that makes Steve town level in durability, but Zombies are actually more durable than Steve. However, they can't spawn with weapons on par with Late Game Steve. Furthermore, the Skeleton's Bow, while it can be enchanted, it can't be enchanted on a level where it would be on par with Steve's. These mobs should get Town level durability but simply 'Higher' AP.
Finally, being able to kill Diamond Armoured mobs should be added to Iron Golem's justification as to why its Town level, and the fact that it seeks and patrols villages, along with being able to communicate with villagers, should be noted in its intelligence.
Conclusion
Abilities
- Silverfish Pathfinding: When a silverfish is hit, it calls on other nearby silverfish. These silverfish pathfind through walls to wherever the attacker is. This should qualify for Enhanced Senses .
- Skeleton Lightning: In the bedrock edition of Minecraft, Skeletons have an immunity to lightning. Pretty clear Resistance to Electricity Manipulation.
- Undead Poison Resistance: This is on some of their profiles but not all. All undead mobs should have Resistance to Poison Manipulation. Currently, the Wither Skeleton, Zombie Pigman, Phantom and Zombie/Skeleton horses don't have this listed.
- Large Ghasts: Ghasts are 4x4x4 metres on their main body, and have tentacles the size of the player. From their tentacle to the top of their body, they're more than 5m tall, so they should get Large Size (Type 0)
- Small Mobs: Silverfish, Endermite, Small slimes, Baby Zombies + Zombie Pigmen all qualify for Small Size (Type 0 for everything but Silverfish and Endermite which are Type 1)
- Guardian Abilities: First, they negate durability to an extent, as the protection that armour provides against their lasers is less than usual. For example, a laser could do 9 damage to an unarmoured player but 5 to a player in diamond armour, whereas usually this should be reduced to 2 damage. Secondly, not too sure what this is, but due to their thorns, attacking a Guardian with melee means you take damage as a result too. It does set damage, so again, durability negation. It's also worth mentioning that Elder Guardians can attack invisible players.
- Evoker: Again, this is already on their profile. Evokers can negate durability, so they should get Durability Negation listed.
- Endermen Shrieking: When you attack/provoke an Enderman you start to hear ominous sounds despite whether or not the Enderman has teleported elsewhere beforehand. This is Sound Manipulation.
- Player's Summoning: The Player can create and summon Snow Golems and Iron Golems. Snow Golems should be part of the Early Game key and Iron Golems should be part of the late game key. This is Summoning.
Now, I'm fine with the Snow Golem and Silverfish ratings. What I'm not fine with is most of the normal mobs. Most mobs are scaled from being able to withstand the heat of the Nether, "which is hot enough to instantly vaporize whole metric cubes of water". Trouble is, while that may be true in-game, there's really no way to know that. The most water that you canonically can take to the Nether at one time is buckets of water. One bucket of water = one water source block. So in essence, the Nether can only vaporise one water source block at a time in canon.
Volume for a water source block = 87.5cm (14 pixels high) x 100cm x 100cm = 875000cm^3. Vaporization of water: 2575 J/cm^3. So 2575 x 875000 = 2253125000J or 2.253125000 x10^9 Joules. This is Building level. Anything higher is just excessive.
Ok, so Building level confirmed right? Well yes, but the justifications need work. The Nether can vaporise water source blocks, not 'whole metric cubes of water' since there's no way to tell that without commands which aren't canon.
Furthermore, nether mobs such as Zombie Pigmen are given the same justification of being able to withstand the heat of the Nether. Ok... I'd be worried if they couldn't? These mobs can casually swim in lava and are resistant to heat; being affected by the Nether's heat would be an anti-feat. These Nether mobs should scale to being on par with, or superior to, the Skeleton, which doesn't have an inherit heat resistance. However, one mob that DOESN'T scale is the Ghast. It's a clear glass-cannon and is one of the few mobs that doesn't have 20 health or more, indicating that it is weaker (in terms of durability) than other mobs. The Ghast should be 9-A, or Small Building Level, in durability.
New Keys
Zombies and Skeletons can both spawn wearing full enchanted diamond armour. Not only is this the same stuff that makes Steve town level in durability, but Zombies are actually more durable than Steve. However, they can't spawn with weapons on par with Late Game Steve. Furthermore, the Skeleton's Bow, while it can be enchanted, it can't be enchanted on a level where it would be on par with Steve's. These mobs should get Town level durability but simply 'Higher' AP.
Finally, being able to kill Diamond Armoured mobs should be added to Iron Golem's justification as to why its Town level, and the fact that it seeks and patrols villages, along with being able to communicate with villagers, should be noted in its intelligence.
Conclusion
- Ability additions for aforementioned mobs
- Better justifications for Nether Mobs + more clarity on what the Nether vaporises in-game.
- Diamond Armour Zombie + Skeleton keys with Town level durability
- Ghast downgrade to Small Building level durability
- Couple more justifications for Iron Golem's stats