Damage Correction

Smooths combat by compensating near-lethal damage, ensuring clean kills without altering core balance.

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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.

this is a Mod config page image

License

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

ADS