Not only it helps to determine the time needed to kill the Shadow Tower boss, but it helps to see your own DPS (if you solo the Shadow Tower, that is). And knowing your DPS is crucial for testing out new builds/gear/gems/emblems. And that's pretty rad.
Sadly not, because the way it works is by calculating the damage done to the boss each second / start of the fight. You can only calculate how much the whole team is doing. If you want to test your own dps you can always try doing st solo. Other than that hope the devs implement more functionality into the base game.
Out of the files in database/records/creatures/enemies, only /boss&quest, /nemesis and /special have the lines healthGainOnKillPct and healthGainOnKillDifficulty. I edited those 2 as well, will that be enough?
It would be so so useful to have the ability to see aggro'd mobs or even just bosses' health bar. PS4 doesn't have mods, most of which I can't say I miss, but health bar and seeing what damage you're doing would be exceptionally helpful. Its my only real frustration with the game... besides how addicting it is.
1) I was very unprepared when I first tried to beat klaus. I didn't know how much damage I already caused and I was out of healing options. I had to decide. Take a risk and continue the fight or run. I decided to play safe and escaped from him. I didn't know he was near death at this point.With a health bar I would know how much health is left and that would have influenced my decision. In that case I would continue the fight and tank him to death.
2) A similiar situation as before, but with deerclops (my first fight as wendy). Again, I had to decide. Fight or run. I decided to fight, because I got that "just one more hit and he's down"-feeling. And I was right, two hits later I won. But it was very close and I would have died if he had more health left. A health bar would destroy that thrill at the end of the fight.
Double bars / vanilla and modded bars visibleDouble bars can be caused by changing the games language, the very first installation of this mod or a conflicting mod.This mod currently is incompatible with any other mod that alters the boss bar design in any way. This issue manifests itself that the vanilla boss hp bar is visible alongside the bars added by this mod.
The wither has the greatest natural health of all mobs in Minecraft (exceeded by the warden in Java Edition 1.19, while Bedrock Edition's wither still has the highest health), at 300 × 150 in Java Edition or 600 × 300 in Bedrock Edition. The wither is immune to fire, lava, drowning damage, and freezing. Like other undead mobs, the wither is harmed by the Instant Health effect and healed by the Instant Damage effect as well as affected by weapons with the Smite enchantment. It is immune to all other status effects, like the ender dragon.
When its health drops below half (150 × 75), the wither gains a natural "wither armor" effect, which makes it immune to damage from arrows and thrown tridents and causes it to fly at the same height as the target. The armor disappears if it regenerates above half health.
Upon noticing a player or mob, the wither flies to a random location and hovers in place. It shoots 3 black wither skulls and one blue wither skull before flying to another location. The time between each shot decreases as the wither loses health. On Normal difficulty or higher, if the wither has targeted an entity but cannot find a location to path find to, it shoots random blue skulls in a random direction along with the skulls directed toward the target.
If either type of wither skull hits a player or mob, it does 8 damage on Normal difficulty. It also inflicts Wither II for 10 seconds on Normal difficulty and 40 seconds on Hard, which turns the player's hearts black () and drains health, similarly to Poison. However, unlike Poison, it can kill the player. 2b1af7f3a8