Difficulty

**Difficulty** changes the conditions of the game to either allow gameplay to be more difficult or easier. Game difficulty is selected before world generation in the world settings, and consists of Easy, Normal, and Gamer. Difficulty affects the health and damage of enemies, as well as structure prices, day length, achievements, and other aspects of Muck.

## Game Mechanics

### Boss Night

Each night, there is a chance 1 or multiple bosses will spawn as a result of the Boss Night. A Boss Night depends on two factors:

* The game mode must be set to survival.
* The night must be equal to or divisible by the **Boss Night Difficulty Day**.

Boss Night Difficulty Day Table

When all the criteria are met, a boss from the boss table will be randomly chosen, and spawned in proximity to the player. Once a boss has been chosen, they will be removed from the boss table, until each of the bosses have been naturally spawned at least once. Then, the table will reset with each of the bosses once again in a random order in the boss table.

### Mob Multipliers

Each Mob Multiplier is multiplied to total enemy Health/Damage.

Mob HP Multiplier Values
 Normal | 1.05
 Gamer | 1.3

Mob Damage Multiplier Values
 Normal | 0.9
 Gamer | 1.75

The formula for calculating each multiplier is calculated by

m
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p
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# r
n
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m
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n
u
m
2
⋅
d

)
p

{\textstyle multiplier = num + (num2 \cdot d)^p}

, where *d* is the current day. More information about Mob Health can be found here.

### Mob Cap

The Mob Cap represents the limit to how many enemies can be in the world at once.

Mob Cap Difficulty Table Values

* The Mob Cap Multiplier is calculated by

# m
3
v
(
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(
(
p
−
1
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0.2
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{\textstyle m = 3 + v + (int)((p - 1) \cdot 0.2)}

, where *m* is the Mob Cap Multiplier, *v* is the difficulty value, *p* is the amount of players in the game, and *(int)* rounds the value(down) to the nearest integer.
* Using this, the Mob Cab can be calculated using

m
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a
# p
m
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m
⋅
d
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0.4
)

{\textstyle mobCap = m + (m \cdot d \cdot 0.4)}

, where *d* is the current day.
	+ The Mob Cap is maxed out at 999.
	+ The Mob Cap is divided by 3 on Boss Nights.
	+ The Mob Cap only affects enemies that are spawned naturally.

### Chest Price

The difficulty affects the Chest Price Multiplier, which is used to calculate the price of Loot Containers.

Chest Price Multipliers

Loot Container price can be calculated by

p
r
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# e
b
⋅
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1

d
−
3

m

)

{\textstyle price = b\cdot(1+\frac{d-3}{m})}

, where *b* is the base price of the container, *d* is the day, and *m* is the Chest Price Multiplier. More information on Loot Container price can be found here.

### Revive Price

Difficulty also affects the revive price multiplier, which is used to calculate the price used to revive a teammate from a Respawn Totem.

Revive Price Difficulty Values

The Revive Price Multiplier can be calculated by

# r
v
⋅
(
1

d
−
2

5

)

{\textstyle r = v \cdot (1 + \frac{d - 2}{5})}

, where *r* is the Revive Price Multiplier, *v* is the Difficulty Value, and *d* is the current day. More info can be found here.

### One Shot Protection

Whenever a player is hit by a strong attack, they have a chance to be saved by the One Shot Protection mechanic. Three criteria must be met for One Shot Protection to be activated:

* The difficulty must allow One Shot Protection
* The player must not be on One Shot Protection Cooldown
* The player must have over 90% of their total Health/Shield
	+ If One Shot Protection is activated, then the player will only have taken 90% of their total Health/Shield.

One Shot Protection Difficulties

1. ↑ The One Shot Protection Cooldown activates after a player has activated One Shot Protection, which lasts for 20 seconds.