Combat flow
Hit chance check
The system rolls against the hit chance formula. On a miss, no damage is dealt but the weapon skill still receives a gain check.
Damage calculation
Base weapon damage is multiplied by Tactics, Anatomy, Wrestling (unarmed only), STR, quality, and DI enchant modifiers.
Defense applied
Parry is checked first (chance-based, 50% damage reduction on success). Then armor rating (AR) reduces the remaining damage.
Hit chance
Hit chance is calculated using the attacker’s weapon skill against the target’s defense value.- vs. Mob: Target Defense = mob’s
physical_defensefrom config - vs. Player: Target Defense = the opponent’s Parrying skill
| Weapon skill | Target defense | Hit chance |
|---|---|---|
| 50 | 0 | 95% (cap) |
| 50 | 50 | 75% |
| 100 | 100 | 95% (cap) |
| 30 | 80 | 40% |
Parry
Parrying is a chance-based block that reduces damage on success. It triggers before AR is applied. Parry chance (melee)| Equipment | Parry chance | Maximum |
|---|---|---|
| Shield (off-hand) | Parrying × 0.7% | 70% |
| Weapon only | Parrying × 0.4% | 40% |
| Bare hands | 0% | — |
| Equipment | Parry chance | Maximum |
|---|---|---|
| Shield (off-hand) | Parrying × 0.8% | 80% |
| Weapon / bare hands | 0% | — |
Internal health system
The plugin manages an internal HP value that maps onto vanilla hearts:| Source | Behavior |
|---|---|
| Food / natural regen | Standard vanilla behavior |
| Regeneration effect (golden apple, potion) | Internal HP += regen amount × 10 |
| Heal / Greater Heal spells | Internal HP += spell heal amount × 10 |
STR, DEX, and INT effects on combat
Stats are derived automatically from the average of all skills that contribute to each stat. They cap at 100.| Stat | Combat effects |
|---|---|
| STR | Max HP +STR (100–200 total); mining/lumber speed bonus |
| DEX | Attack speed +(DEX / 2)%; movement speed +(DEX / 10)% |
| INT | Mana cost −(INT / 2)%; cast success rate +(INT / 5)% |
Wearing heavy armor applies a DEX penalty that reduces effective DEX. Full Netherite armor costs 29 DEX, which directly reduces attack speed and movement speed.
Stamina system
Stamina is separate from HP and mana. It is consumed by sprinting and recovers at rest.| Action | Rate |
|---|---|
| Sprint consumption | 1 per tick (20/sec) |
| Rest recovery | 2 per tick (40/sec) |
| Focus bonus consumption | × (1 − Focus / 200) |
| Focus bonus recovery | × (1 + Focus / 100) |
- Walk speed reduced by 50%
- Jumping disabled
- Panting particle and sound effect plays every 0.5 seconds
- Normal movement resumes only after stamina recovers to 50
Related pages
Weapons
Weapon-skill table, full damage formula, archery specifics, and DI enchant reference.
Armor
AR system, full armor table, enchantment AR bonuses, and quality modifiers.