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Distinct Damage Descriptions

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

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Distinct Damage Descriptions (shortened to DDD) is a combat overhaul mod aiming to bring table top RPG style combat, with damage types, to Minecraft. With it, it brings new damage calculation systems that factor in weapon damage types, shield and armor effectiveness to certain types, mob resistances/weaknesses and mob immunities. It also adds systems for mobs to adapt to damage to become more resistant to it.

Damage Types

By default, DDD introduces 13 damage types (Slashing, Piercing, Bludgeoning, Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder) and certain items can inflict damage of certain types. Take the Nether Star for example:

Nether Star Damage Distribution

It inflicts 50% Force and 50% Necrotic. The base damage of the Nether Star (which is 1) gets distributed between the two weights. But this is configurable on a per-item basis.

Damage Distribution Calculation

(Note the weights must always add to 100%!)

Armor and Shields

Armor and Shields have effectiveness ratings that determine how good they are at blocking damage of certain types. Some armor and shields may not block damage of certain types or do so poorly. This is also configurable on a per-item basis.

Armor

For armor, Armor Effectiveness determines how many armor points from that armor actually block damage of certain types.

Armor Effectiveness Calculation

Shields

For shields, Shield Effectiveness determines how much damage of a certain type a shield can block. All unblocked/remaining damage bypasses the shield.

Shield Effectiveness Calculation

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

Mob Damage/Resistances

Mobs have their own base damage distributions and resistances (configurable on a per-mob basis). You can see some of this information on the mob's spawn egg.

Mob Damage Tooltip

Here, Cave Spiders inflict 25% Piercing damage and 75% Poison damage. They have a Bludgeoning weakness, and are completely immune to Poison damage.

Here's another example:

Mob Damage Calculation

Adaptability

Mobs can also have adaptability. In the Cave Spider example, they have a 30% chance to be adaptive. This means on spawn, a Cave Spider has a 30% chance to have the adaptive ability. An adaptive mob will adjust its resistances when it takes damage to the damage types it was just hit by. In the Cave Spider case, it will boost its resistances by 25% (this is a flat additive boost) if it is adaptive and takes damage. A mob that is adaptive only adapts to the damage types it was most recently hit by. Hit it with something else, and the adaptive resistance will adjust to only those damage types.

Here's an extreme example with Silverfish before and after adaptability is triggered. It adjusts its resistances by 75%!

Adaptability Calculation

CraftTweaker

CraftTweaker integration is pretty important with DDD. You can make your own damage types and determine what damage should inflict what damage type, all using ZenScript! You should check the wiki to see how it works!

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

External resources



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Technical information

License
MIT
Client side
required
Server side
required
Project ID