Distinct Damage Descriptions

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Distinct Damage Descriptions

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Bringing D&D style combat to Minecraft!

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Project Details

Type
Mod
License
MIT License
Latest Version
Distinct Damage Descriptions 1.12.2 - v1.9.10
Authors
CurseForge
Modrinth

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Description

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

ko-fi Patreon

(Supporting me on Ko-Fi or Patreon lets me continue to develop mods full-time!)

Discord

Distinct Damage Descriptions (shortened to DDD) is a combat overhaul mod aiming to bring table top RPG style combat, with damage types, to Minecraft. With it, it brings new damage calculation systems that factor in weapon damage types, shield and armor effectiveness to certain types, mob resistances/weaknesses and mob immunities. It also adds systems for mobs to adapt to damage to become more resistant to it.

Damage Types

By default, DDD introduces 13 damage types (Slashing, Piercing, Bludgeoning, Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder) and certain items can inflict damage of certain types. Take the Nether Star for example:

It inflicts 50% Force and 50% Necrotic. The base damage of the Nether Star (which is 1) gets distributed between the two weights. But this is configurable on a per-item basis.

(Note the weights must always add to 100%!)

Armor and Shields

Armor and Shields have effectiveness ratings that determine how good they are at blocking damage of certain types. Some armor and shields may not block damage of certain types or do so poorly. This is also configurable on a per-item basis.

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

Armor

For armor, Armor Effectiveness determines how many armor points from that armor actually block damage of certain types.

Shields

For shields, Shield Effectiveness determines how much damage of a certain type a shield can block. All unblocked/remaining damage bypasses the shield.

Mob Damage/Resistances

Mobs have their own base damage distributions and resistances (configurable on a per-mob basis). You can see some of this information on the mob's spawn egg.

Here, Cave Spiders inflict 25% Piercing damage and 75% Poison damage. They have a Bludgeoning weakness, and are completely immune to Poison damage.

Here's another example:

Adaptability

Mobs can also have adaptability. In the Cave Spider example, they have a 30% chance to be adaptive. This means on spawn, a Cave Spider has a 30% chance to have the adaptive ability. An adaptive mob will adjust its resistances when it takes damage to the damage types it was just hit by. In the Cave Spider case, it will boost its resistances by 25% (this is a flat additive boost) if it is adaptive and takes damage. A mob that is adaptive only adapts to the damage types it was most recently hit by. Hit it with something else, and the adaptive resistance will adjust to only those damage types.

Here's an extreme example with Silverfish before and after adaptability is triggered. It adjusts its resistances by 75%!

Mod Compatibility

Some mods have compatibility or specific integration with DDD. You can check the list of Relations, but it will also be provided here (the Relations will always be up to date however).

Integration

Integration is defined as specific behaviour between DDD and the mod in question. There's a specific section in the config to tweak how the integration works. DDD currently has specific integration with the following mods:

  • CraftTweaker/ContentTweaker (See below)
  • HWYLA
  • Tinker's Construct
  • Construct's Armory
  • Tetra
  • Lycanites Mobs
  • Baubles
  • Electroblob's Wizardry
  • Thaumcraft (Requires FermiumBooter)
  • EnderSkills

Compat

Compat is defined as bridging the gap between the two mods such that they can work together. There is no config section for these mods within DDD, "they just work".

  • Spartan Weaponry (for thrown weapons)
  • Better Survival (for thrown weapons)
  • First Aid (for locational armor)
  • Quality Tools (for qualities that boost armor value)
  • Betweenlands (for shields)
  • TechGuns (for damage calculations)

CraftTweaker

CraftTweaker integration is pretty important with DDD. You can make your own damage types and determine what damage should inflict what damage type, all using ZenScript! You should check the wiki to see how it works!

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

Distinct Damage Descriptions

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

ko-fi Patreon

(Supporting me on Ko-Fi or Patreon lets me continue to develop mods full-time!)

Discord Mod Version Open Issues

Distinct Damage Descriptions (shortened to DDD) is a combat overhaul mod aiming to bring table top RPG style combat, with damage types, to Minecraft. With it, it brings new damage calculation systems that factor in weapon damage types, shield and armor effectiveness to certain types, mob resistances/weaknesses and mob immunities. It also adds systems for mobs to adapt to damage to become more resistant to it.

Damage Types

By default, DDD introduces 13 damage types (Slashing, Piercing, Bludgeoning, Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder) and certain items can inflict damage of certain types. Take the Nether Star for example:

Nether Star Damage Distribution

It inflicts 50% Force and 50% Necrotic. The base damage of the Nether Star (which is 1) gets distributed between the two weights. But this is configurable on a per-item basis.

Damage Distribution Calculation

(Note the weights must always add to 100%!)

Armor and Shields

Armor and Shields have effectiveness ratings that determine how good they are at blocking damage of certain types. Some armor and shields may not block damage of certain types or do so poorly. This is also configurable on a per-item basis.

Armor

For armor, Armor Effectiveness determines how many armor points from that armor actually block damage of certain types.

Armor Effectiveness Calculation

Shields

For shields, Shield Effectiveness determines how much damage of a certain type a shield can block. All unblocked/remaining damage bypasses the shield.

Shield Effectiveness Calculation

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

Mob Damage/Resistances

Mobs have their own base damage distributions and resistances (configurable on a per-mob basis). You can see some of this information on the mob's spawn egg.

Mob Damage Tooltip

Here, Cave Spiders inflict 25% Piercing damage and 75% Poison damage. They have a Bludgeoning weakness, and are completely immune to Poison damage.

Here's another example:

Mob Damage Calculation

Adaptability

Mobs can also have adaptability. In the Cave Spider example, they have a 30% chance to be adaptive. This means on spawn, a Cave Spider has a 30% chance to have the adaptive ability. An adaptive mob will adjust its resistances when it takes damage to the damage types it was just hit by. In the Cave Spider case, it will boost its resistances by 25% (this is a flat additive boost) if it is adaptive and takes damage. A mob that is adaptive only adapts to the damage types it was most recently hit by. Hit it with something else, and the adaptive resistance will adjust to only those damage types.

Here's an extreme example with Silverfish before and after adaptability is triggered. It adjusts its resistances by 75%!

Adaptability Calculation

Mod Compatibility

Some mods have compatibility or specific integration with DDD. You can check the list of Dependencies on any particular version, but it will also be provided here (Dependencies will always be up to date for the specific version, and some mods that DDD can work with aren't available on Modrinth).

Integration

Integration is defined as specific behaviour between DDD and the mod in question. There's a specific section in the config to tweak how the integration works. DDD currently has specific integration with the following mods:

  • CraftTweaker/ContentTweaker (See below)
  • HWYLA
  • Tinker's Construct
  • Construct's Armory
  • Tetra
  • Lycanites Mobs
  • Baubles
  • Electroblob's Wizardry
  • Thaumcraft (Requires FermiumBooter)
  • EnderSkills

Compat

Compat is defined as bridging the gap between the two mods such that they can work together. There is no config section for these mods within DDD, "they just work".

  • Spartan Weaponry (for thrown weapons)
  • Better Survival (for thrown weapons)
  • First Aid (for locational armor)
  • Quality Tools (for qualities that boost armor value)
  • Betweenlands (for shields)
  • TechGuns (for damage calculations)

CraftTweaker

CraftTweaker integration is pretty important with DDD. You can make your own damage types and determine what damage should inflict what damage type, all using ZenScript! You should check the wiki to see how it works!

Modrinth, CurseForge, and the mod's GitHub repository are the only official mod pages for Distinct Damage Descriptions. If you're not on either of those places, click here to go there.

Screenshots

Gallery

  • Weapon Distributions
    Weapon Distributions Here's some examples of how weapon damage gets distributed. The left column represents that item's damage distribution and the right column represents the actual damage that weapon inflicts.
  • Armor Efficiency
    Armor Efficiency Armor has effectiveness against certain types! That determines how many armor points are actually "usable".
  • Shield Effectiveness
    Shield Effectiveness Shields have effectiveness! No longer will shields just block all damage. They may block damage of a certain type partially, or not at all.
  • Mob Damage/Resistances
    Mob Damage/Resistances Mobs have their own resistances and weaknesses that are configurable
  • Mob Adaptability
    Mob Adaptability Mobs can adapt to damage sometimes! A Silverfish, if adaptable, may increase its resistances by 75% to the last damage type it received!
  • Damage Calculation Breakdown
    Damage Calculation Breakdown A brief description of how damage calculation works
  • Nether Star Damage
    Nether Star Damage Here a Nether Star has a 50% Force and 50% Necrotic distribution. So half the damage you deal while hitting something with the Nether Star will be Force, the other half will be Necrotic damage.
  • Wooden Sword Damage
    Wooden Sword Damage Since Wooden Swords do 4 damage and this weapon has 50% Bludgeoning and 50% Slashing distributions, it does 2 Bludgeoning and 2 Slashing damage on hit.
  • Spawn Egg Descriptions
    Spawn Egg Descriptions Here's what shows up for spawn eggs. Cave Spiders do 25% Piercing and 75% Poison damage, they take 25% more damage from Bludgeoning attacks (spiders go squish), have a 25% resistance to Piercing damage, are completely immune to Poison damage.
  • Slime Immunity
    Slime Immunity A Slime being hit by something that it is weak to and something that it is immune to.
  • Particle Effects
    Particle Effects A Shulker with resistance and weakness to damage types it is being attacked with

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