Tune diving, mob detection and magic damage
Several of the added attributes change survival conditions rather than movement. Here is how to test each one.
Underwater and magic attributes
- Lung capacity adds air beyond the normal limit. Set or modify it, dive, and check how much longer your air bubbles last before you start taking damage.
- Water visibility changes how heavy the underwater fog is. Change it, then swim down and compare how far you can see. Run
getfirst so you can restore the original value. - Magic protection lowers magic damage. Test it with a source of magic damage such as a harming potion, then compare your health loss with and without the change.
Mob detection
Mob detection range controls how far away hostile mobs notice the entity. Lowering it on yourself should let you get closer to hostile mobs before they react. Test it by approaching a zombie or skeleton in an open area, and apply the change with /attribute @s <attribute> modifier add so it's easy to remove.
Testing tips
1. Use Tab-complete to find each attribute's exact ID.
2. Run get first and note the starting value.
3. Change one attribute at a time, in a safe creative or test world.
4. Remove your modifier or set the base back to the noted number when you're finished.
The effect depends on the value you set, so adjust in steps until it feels right. Don't assume a particular number is balanced.