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Wind Charge Self-Jump Disabled by Smiting Explosion Knockback Resistance #432

@kjh1022abc

Description

@kjh1022abc

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?

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