reconstruct_element-1.5.0.jar
Curse Maven Snippet
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.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
This mod has no related projects

