Damage Correction

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Damage Correction

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

Adventure/Exploration
QoL & Tweaks
Mod Loaders
Forge
NeoForge
Minecraft
26.2

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Available Platforms

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Supported Environments

Where It Runs
Server Only

Runs entirely on the server. Also works in singleplayer.

Client and Server

Must be installed on both the client and the server.

Varies by version.

About

Project Details

Type
Mod
License
MIT License
Latest Version
Damage Correction 26.2-1.1.2
Authors
CurseForge
Modrinth

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Modrinth ID

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About

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.

image

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.

this is a Mod config page image

License

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

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