Exotic Armaments
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Machetes, Long Swords and Sais.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
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Description

This mod breathes new life into the game with three vanilla-friendly weapon types: Machetes, Long Swords and Sais, all featuring playful interpretations of their real-world capabilities.
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1.21.1 versions work on 1.21. The 1.21.3 version can be used in 1.21.2. Please download those!
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Requires Fabric API.
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Feel free to use it in modpacks, but please do not re-upload it separately or claim it as your own.
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Don't forget to make backups!
Machete
A versatile and deadly tool designed for exploration enthusiasts, the Machete boasts good DPS and convenient mining properties. Ever wanted to use a Sword but were stuck with the slow Axe you made for cutting down trees? The Machete is fast all-around! Annoyed with crafting low-tier Hoes to collect hay bales? Simply use the Machete you already have! It can break all the blocks that the aforementioned ones can, albeit at a slightly slower rate, and their drops are not guaranteed without the Silk Touch enchantment. Additionally, the Machete can disable Shields, with the odds of success depending on its the material, and your ability to land crits. The formula for Shield disabling is chance + (chance / 10)^2 rounded up.
| Machete | Damage | Speed | Disable (crit) | Axe mining | Hoe mining |
|---|---|---|---|---|---|
| Wood | 3 | 1.8 | 18% (22%) | 1.4 | 1.4 |
| Gold | 3 | 1.8 | 21% (26%) | 5.15 | 7.15 |
| Stone | 4 | 1.8 | 24% (30%) | 2.15 | 2.55 |
| Iron | 5 | 1.8 | 27% (35%) | 2.9 | 3.7 |
| Diamond | 6 | 1.8 | 30% (39%) | 3.65 | 4.85 |
| Netherite | 7 | 1.8 | 33% (44%) | 4.0 | 5.4 |
Swords deal 1 extra point of damage and have 1.6 attack speed. Axes always disable shields. The vanilla mining speeds are 2, 12, 4, 6, 8 and 9.
Long Sword
Slightly better than the standard Sword in every nearly every regard. The Long Sword’s superior attack range, knockback, and sweeping make it an obvious choice for dealing large hordes (unless you have other mods of course).
The weapon cannot be enchanted with Sharpness, nor would I recommend Smite. Instead, you should take advantage of the Long Sword’s damage and attack range potential by applying Scathe III, which increases these by 1.5 and 0.1 per level.
| Material | Weapon | Damage (enchanted) | Speed | Range (enchanted) |
|---|---|---|---|---|
| Wood | Axe | 7 (10) | 0.8 | 3 |
| Long Sword | 5 (9.5) | 1.3 | 3.8 (4.1) | |
| Gold | Axe | 7 (10) | 1 | 3 |
| Long Sword | 5 (9.5) | 1.3 | 3.8 (4.1) | |
| Stone | Axe | 9 (12) | 0.8 | 3 |
| Long Sword | 6 (10.5) | 1.3 | 3.8 (4.1) | |
| Iron | Axe | 9 (12) | 0.9 | 3 |
| Long Sword | 7 (11.5) | 1.3 | 3.8 (4.1) | |
| Diamond | Axe | 9 (12) | 1 | 3 |
| Long Sword | 8 (12.5) | 1.3 | 3.8 (4.1) | |
| Netherite | Axe | 10 (13) | 1 | 3 |
| Long Sword | 9 (13.5) | 1.3 | 3.8 (4.1) |
Critical hits do not increase enchantment damage, so with those Axes gain an edge.
Sai
90% of the development time. The Sai has good attack speed but very low damage and knockback, making it a poor choice for DPS. That is unless you decide to dual wielding them. Having two Sais will significantly decrease your attack cooldown, making these actually viable. Some may perform better or worse in the offhand, so use them wisely. Sais can be enchanted with Tear III, which is weaker than Sharpness for balancing reasons, adding an extra 0.5 points of damage per level.
| Sai | Damage | Speed | Off Hand Damage | Dual Wield Speed |
|---|---|---|---|---|
| Wood | 2 | 1.9 | 2 | 3.2 |
| Gold | 2 | 1.9 | 1.5 | 3.2 |
| Stone | 2.5 | 1.9 | 3 | 3.2 |
| Iron | 2.5 | 2.2 | 2.5 | 3.7 |
| Diamond | 3 | 2.2 | 3.5 | 3.7 |
| Netherite | 3.5 | 2.2 | 3.5 | 3.7 |
Hits from this weapon only grant 4 ticks of invulnerability frames as opposed to the usual 10. Variant attack cooldown is applied before each swing.
Sais are not just good for offense though; They allow you to parry oncoming melee attacks as well, halving the base damage taken. As of 1.0.3, the divisor for damage reduction is calculated with 1.2 + e^(-0.08 * dmg)! This makes them great when used in conjunction with armor but no longer as overpowered.
Each successful parry has a material-dependent chance to hinder your opponent. Players would have their hotbar, offhand slot, and shield disabled, whilst also preventing them from attacking with said items. Mobs will receive Weakness II and Slowness II for the duration. If the attacker is not holding anything then they may take non-lethal damage, equivalent to half of the Sai’s attack power. Otherwise their item gets damaged by the full amount (rounded down) - 1, if possible.
| Sai | Chance | Duration |
|---|---|---|
| Wood | 47% | 31 |
| Gold | 63% | 44 |
| Stone | 56% | 35 |
| Iron | 74% | 38 |
| Diamond | 87% | 43 |
| Netherite | 98% | 46 |
1 second is 20 ticks. Shields are disabled for 2/3 of the duration (rounded down). Empty slots are unaffected.
If the hit is too strong, all your Sais may enter a 5.5 second cooldown instead. This begins at 25 attack damage, and becomes guaranteed at 50. The base damage taken would be ~83,33%.
Starting from version 1.0.5, you will receive a 0.2 second cooldown on successful parries. Sais also lose durability from that finally. The formula is attack damage / 5 (rounded down) + 1.
These weapons are included in many vanilla loot tables. A few mobs can also spawn wielding them.
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