Distinct Damage Descriptions
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Bringing D&D style combat to Minecraft!
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
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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.
(Supporting me on Ko-Fi or Patreon lets me continue to develop mods full-time!)
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.

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

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.

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 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.
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