Damage Correction
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Smooths combat by compensating near-lethal damage, ensuring clean kills without altering core balance.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
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Runs entirely on the server. Also works in singleplayer.
Must be installed on both the client and the server.
Varies by version.
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Description
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 😊
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 😊
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