Damage Correction
Smooths combat by compensating near-lethal damage, ensuring clean kills without altering core balance.
Damage Correction
Damage Correction Mod
When a single attack is already enough to decide the outcome, this mod automatically fills in the small remaining difference, delivering a cleaner and smoother combat experience.
Design Goals
Have you ever charged up a powerful attack for ages, only to see the enemy left with a tiny sliver of health?
Or lost the fight because a boss survived with just a bit of HP and turned the tables?
This mod exists exactly for those moments!
It evaluates the final damage result. If the damage dealt by the player is *almost* enough to kill a creature, the mod will make up the difference and finish the job.
Combat. Feels. Good.
Mechanics
Calculation Logic
* `finalDamage`: The final effective damage (after armor, enchantments, etc.) * `healthBefore`: The target’s health before taking damage
``` IF healthBefore > finalDamage AND healthBefore - finalDamage <= finalDamage * k ```
Where:
`k` determines how much remaining health (relative to the damage dealt) is considered close enough to trigger full damage correction.
Example
* Monster health: 10 * Final damage dealt: 8
Remaining health: 2
With the default setting `k = 0.5`:
`2 <= 8 * 0.5 → True`
👉 An extra 2 damage is applied, instantly killing the monster.
But if the monster’s health is 20:
``` 20 - 8 = 12 12 > 8 * 0.5 → False ```
👉 No correction is applied; damage is handled normally.
Configuration
The following options can be modified in `damage_correction-common.toml` under the `config` folder.

License
Licensed under the MIT License. Feel free to use it 😊