Armor Formula Rework
Rewrites Minecraft's armor calculation so that damage is no longer one big number. Instead, every hit is split into normal damage and penetrating damage, each resolved with its own formula.
How It Works
Every incoming hit is divided using a configurable split ratio (default 50/50):
- Normal damage — reduced by your armor value only:
reduction = 3 / (3 + armor)Toughness has no effect on this portion. - Penetrating damage — reduced by your toughness only:
reduction = 3 / (3 + toughness)This portion ignores armor, protection enchantments, and the Resistance effect.
Both reduction ratios are clamped to the 0–1 range — there is no damage floor and no reduction cap. Want tankier or squishier gameplay? Tune it in the config.
Compatibility First
The mod hooks the exact vanilla formula points (getDamageAfterArmorAbsorb / getDamageAfterMagicAbsorb) instead of cancelling the damage pipeline. The vanilla LivingDamageEvent chain, absorption, armor durability, statistics, and other mods' DamageContainer modifiers all keep working as usual.
Configuration
damageSplitRatio— how damage is divided between the normal and penetrating streams (0.0–1.0, default 0.5).armorDivisor— divisor of the normal-damage formula (default 3.0).toughnessDivisor— divisor of the penetrating-damage formula (default 3.0).logEnabled— toggle settlement debug logging.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.x
License
Released under the MIT License.
Author: Plume Jade
