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Combat Feedback

Everything EliteMobs shows you while you are fighting -- health bars above elites, the boss bar at the top of the screen, floating damage and XP numbers, weak/resist cues and the anti-autoclicker warning -- is one system. All of it is configured in MobCombatSettings.yml.

None of it changes damage. The only entry on this page that touches gameplay is the autoclicker throttle.

Overhead health display

Every elite in combat gets a floating health readout above its head. It has two independent parts, each with its own toggle:

PartKeyDefault
The coloured bar glyphsdisplayVisualHealthBarstrue
The numeric current/max line above themdisplayNumericHealthtrue

Bar colours

The bar colour tracks the elite's remaining health percentage:

Remaining healthColour
above 75%green
51-75%yellow
26-50%red
25% or lessdark red

Bar count

By default the number of bars scales with the boss's healthMultiplier, so a tankier boss visibly has a longer bar:

  • healthMultiplier below 1 -- round(10 x multiplier) bars, minimum 1, on a single row.
  • healthMultiplier exactly 1 -- 10 bars, one row.
  • healthMultiplier above 1 -- ceil(10 + 10 x log20(multiplier)) bars, hard-capped at 20. Anything over 10 bars is split across two rows.

Setting useFixedHealthBarSize: true disables all of that and always draws a single row of 10 bars.

The numeric line sits above the bars and shifts up as rows are added. For scaled combat entities it shows a percentage rather than an absolute number, because their raw HP pool is not meaningful to the player. Large numbers are abbreviated with K/M/B/T suffixes. healthDisplaySeparator (default " &7/ ") sits between current and max.

Displays disappear combatDisplayTimeoutSeconds (default 30) after the last combat action.

Boss bar

Bosses can also get a vanilla boss bar at the top of the screen when displayBossBarForHighMultiplier is true (default).

Two thresholds decide who sees one:

KeyDefaultMeaning
bossBarHealthMultiplierThreshold1.0A boss with a healthMultiplier greater than this shows a bar to players who are actually in combat with it
proximityBossBarHealthMultiplierThreshold9.0A boss with a healthMultiplier at or above this shows a bar to any player within 30 blocks, combat or not

The proximity bar is removed again only past 36 blocks, a deliberate 6-block hysteresis band so the bar does not flicker on and off while you stand near the edge. Each player sees at most 4 boss bars at once.

fallbackBossBarName (default Elite Boss) is used when an elite has no configured display name.

Damage popups

doDisplayMobDamageOnHit (default true) spawns a floating number at the point of impact for every hit you land on an elite. Popups last 1 second (20 ticks) and drift upward.

  • Scaled combat elites show the hit as a percentage of their max health instead of a raw number, matching their health display.
  • Critical strikes are drawn larger (1.3x scale), in the critical-hit colour from critical_strikes.yml, and add a second popup with that file's critical-hit text.
  • Weak and resist hits -- when a boss's damageModifiers make your weapon better or worse than normal -- recolour the number and add a second popup underneath.
KeyDefaultPurpose
weakTextColor&9Colour prefix on the damage number for a weak hit
resistTextColor&cColour prefix on the damage number for a resisted hit
weakText&9&lWeak!Second popup shown on a weak hit
resistText&c&lResist!Second popup shown on a resisted hit
doWeakEffecttrueWhether the extra weak particle/visual effect plays
doResistEffecttrueWhether the extra resist particle/visual effect plays

A resisted hit also plays an anvil sound; a weak hit plays an item-break sound.

Heal, XP and invulnerability popups

KeyDefaultPurpose
healPopupFormat+$amount HPShown when a boss partially heals
xpPopupFormat+$amount ✦XPShown when you earn skill XP from a kill. Lasts 2.5 seconds and cycles a colour gradient
invulnerablePopupText&9&lINVULNERABLEShown when you hit a regional boss that is leash-returning to its anchor
fullHealMessage(see config)Message used when a boss heals to full

Damage indicator particle cap

Vanilla spawns one red damage particle per 2 HP dealt, in a single packet. Because EliteMobs scales player damage into very large numbers at high levels, one hit can ask the client to build hundreds of thousands of particles and freeze it.

damageIndicatorParticleCap (default 16) collapses that burst into a normal-looking puff. It is purely cosmetic -- damage, sounds and health bars are unaffected. Set it to 0 or a negative number to let vanilla decide.

Combat level display

Separate from the elite-side displays, EliteMobs draws your own combat level above your head, visible to other players. That one is configured in skills.yml (showCombatLevelDisplay, combatLevelFormat) -- see Skill System.

Autoclicker throttle

This is the one entry on this page that affects gameplay. When a player lands more than autoclickerThrottleMaxHitsPerSecond melee hits on elites inside a one-second sliding window, they are locked out of dealing damage to elites for autoclickerThrottlePenaltySeconds and warned in chat.

KeyDefaultPurpose
autoclickerThrottleEnabledtrueMaster switch
autoclickerThrottleMaxHitsPerSecond5Hits allowed inside the one-second window
autoclickerThrottlePenaltySeconds5Lockout duration once tripped
autoclickerThrottleMessage&c[EliteMobs] &7You are attacking too fast...Warning text. $seconds is the remaining lockout