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Reconstruct Element

Tired of balancing mob stats? This mod adds 3 physical damage types + 1 neutral type, and 6 resistance tiers for mobs. Damage scales up or down based on resistance—hit for 999, or deal zero! Fine-tune everything via detailed config.
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reconstruct_element-1.5.0.jar

File namereconstruct_element-1.5.0.jar
Uploader
lunhuislunhuis
Uploaded
Nov 11, 2026
Downloads
12
Size
121.1 KB
Mod Loaders
Forge
File ID
9556924
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:reconstruct-element-1775824:9556924")

Learn more about Curse Maven

What's new

Added a critical hit mechanic and critical damage.
Unified the calculation formulas across the board: Trigger Chance = Base × Extra × Special.
Trigger Time = Base × Extra × Special.
Final Attribute Damage = Origin Dmg × Base Damage × Extra Dmg × Special Dmg × Resistance Multiplier × Crit Multiplier.
Each attribute has its own independent Base / Extra / Special multipliers.
Crit Rate for an attribute = Base × Extra × Special.
Crit Damage for an attribute = Base × Extra × Special.
Crit Multiplier = that attribute's Crit Damage × number of crits.
Number of Crits = floor(that attribute's Crit Rate); the fractional part is rolled once more, and a success adds +1 crit.
If the number of crits is 0 → no crit, multiplier is 1.0.
Example ([impact] Crit Rate 5.2, Crit Damage 2.2):
80% chance to deal 2.2 × 5 = 11.0× damage.
20% chance to deal 2.2 × 6 = 13.2× damage.
Ranged damage: consistent with attribute checks — the arrow is checked first; only if the arrow has no non-n attribute does it fall back to the bow/crossbow that fired it.

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