Doom

From Matcha Flavoured Wiki
Jump to navigation Jump to search
Doom
TypeArmor intrinsic
Applies toAdamant armor
Added in1.12.2
TooltipDoom 3 per piece
Set bonus: Doom set 4
Resource locationmatcha:adamant_armour

Doom (Doom) is the intrinsic of adamant armor. Every three seconds it looks for creatures near the wearer that have Weakness, removes the Weakness, and deals damage that ignores armor. Each piece of adamant armor worn makes Doom stronger and wider, and the full set adds a bonus on top.

Doom pairs with the adamant weapons, which apply Weakness on every hit: the weapon marks a target, and the armor finishes it.

Mechanics

Level

Each adamant armor piece the player wears raises their Doom level by 1, from 1 to 4. Only players count.[1][2] The tooltip shows Doom 3 on each piece and Doom set 4 as the set bonus, so a full set adds up to 3 × 4 + 4 = 16, which is the damage the full set deals.

Effect

Every 3 seconds, for each player wearing adamant armor:[3][4]

  1. Every entity within the radius that has Weakness and is not wearing any adamant armor becomes a Doom target.
  2. If there is at least one target, a high-pitched raid omen sound plays at the player.
  3. Each target shows a burst of flame particles, takes damage and has its Weakness removed.

The damage is of the out_of_world type, so it ignores armor and Resistance.[5]

Pieces worn Tooltip total Radius Damage per target
1 Doom 3 12 blocks 3 (Heart × 1.5)
2 Doom 6 16 blocks 6 (Heart × 3)
3 Doom 9 20 blocks 9 (Heart × 4.5)
4 (full set) Doom 12 + Doom set 4 28 blocks 16 (Heart × 8)

[6][7]

Unlike warding, Doom hits every target in range at once, not just the nearest.

Targets

Doom does not check the type of entity. Anything with Weakness in range is hit, including passive mobs, villagers and other players, as long as it isn't wearing an adamant armor piece.[8][9] The wearer is never hurt by their own Doom, and adamant armor also protects other players from it. A zombie villager that has been given Weakness to be cured will be damaged by Doom, and its Weakness is removed.

Since removing the Weakness is part of the effect, each application of Weakness triggers Doom only once.

Applying Weakness

  • The adamant weapons carry the Weakness intrinsic, which gives the target Weakness II for 8 to 12 seconds on every hit.[10]
  • Arrows of Weakness and other sources of Weakness work too. The developer noted that tipped weakness arrows are "a really useful thing now".[11]

History

1.12.2 Added Doom, replacing adamant armor's earlier per-piece divinity hearts. The release notes give Doom 3 as 3 (Heart × 1.5) and the full set's 16 as 16 (Heart × 8).

The adamant weapon intrinsic now applies Weakness, and the adamant tool intrinsic smelts mined blocks.

Trivia

  • The developer wrote that Doom "fits Adamant's apocryphal title much more, and ties in with its hell-based theming".[12]
  • The developer's plans include an advancement named Child of Moros for smithing the full adamant set.[13]

See also

References

  1. enchantment/adamant armour.json
  2. enchantment effects/adamant armour.mcfunction
  3. 3s/adamant armour.mcfunction
  4. adamant effects/check doom 4.mcfunction
  5. adamant effects/apply doom 4.mcfunction
  6. adamant effects/check doom 1.mcfunction
  7. adamant effects/apply doom 1.mcfunction
  8. predicate/not wearing adamant.json
  9. effects/has weakness.json
  10. enchantment/adamant weapon.json
  11. Matcha Flavoured 1.12.2 release notes
    "Yes, this means using tipped weakness arrows is a really useful thing now"
  12. Matcha Flavoured 1.12.2 release notes
    "I think this fits Adamant's apocryphal title much more, and ties in with its hell-based theming"
  13. Unreleased changelog (changelog.md)
    "Child of Moros: Smith Full Adamant Set"