Overhauled Damage

⭐ — (27 endorsements) 📥 7,059 downloads 📌 v3.1.0 📅 5/24/2024
🟡 Updated this year

By TheRedBrain · adventure

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 5/6/2026 📅 Created: 5/24/2024
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.4% endorsement rate
  • 🏆 #394 of 602 adventure mods in this game by downloads

📋 About This Mod

# Overhauled Damage A complete overhaul to several mechanics revolving around damage. It is inspired by games like Dark Souls and Valheim and aims to deepen Minecraft's combat. # Effect Build-Ups Effect Build-Ups are a resource (like health) and are zero by default. Certain events (like taking damage) increase or reduce these resources. Build-Ups are also slowly reduced over time. If a build-up reaches a certain threshold, the corresponding status effect is applied and the build-up is set to zero again. Currently, there are the following effect build-ups: - Bleeding - Burning - Freezing - Poisoned - Shocked - Staggered Effect Build-ups are displayed in the HUD. > Almost all aspects of this system are configurable via entity attributes, config files and/or data packs. # Status Effects Overhauled Damage adds several status effects that are used by the effect build-ups. They can be configured in the server config. Some of these effects currently don't have a gameplay effect, since the required third-party APIs are not updated yet. The Effect Build-Ups can also be configured to use other effects. The status effects added by Overhauled Damage are: - "overhauleddamage:bleeding", deals a percentage amount of the entities maximum health as damage. The damage is doubled when the entity is moving. - "overhauleddamage:burning", deals damage. This effect attempts to recreate the hardcoded "on_fire" entity flag as a status effect. - "overhauleddamage:chilled", reduces attack and movement speed. - "overhauleddamage:frozen", has currently no gameplay effect. Is planned to immobilise the entity and prevent any actions. Currently waiting on third-party mods to update. - "overhauleddamage:poison", a configurable version of the vanilla status effect. Unlike it's vanilla counter-part, this effect can kill. - "overhauleddamage:shocked", has currently no gameplay effect. Is planned to increase damage dealt to the entity. Currently waiting on third-party mods to update. - "overhauleddamage:staggered", has currently no gameplay effect. Is planned to immobilise the entity and prevent any actions. Currently waiting on third-party mods to update. - "overhauleddamage:hit_stun", reduces attack and movement speed. # Overhauled Damage Calculation Every instance of damage that is dealt to an entity in Minecraft has a "damage type". This defines the death message and mechanics like resistances. Overhauled Damage expands this system. Each enabled overhaul naturally disables the corresponding vanilla implementation. When an entity is damaged, this no longer just reduces health. Depending on the damage type, there can be a variety of effects. This can still include health reduction, but it can also be effect build-up increases and even mana/stamina can be modified. What exactly happens, is determined by the damage type or more precisely, to which category (or attack type) the damage type belongs. ## Attack Types Each "damage type" belongs to one or more categories (called "attack types"). This is defined by a list of float values (called multipliers), one for each attack type. The attack types are: - Generic - Bashing - Piercing - Slashing - Poison - Fire - Frost - Lightning By default, every damage type has a multiplier of 1.0 for Generic and 0.0 for the rest. Exceptions to this are defined in the server config. The first step of the new damage calculation is to determine the amount of each attack type, using the damage amount that was dealt to the entity. > attack_type_amount = damage_amount * attack_type_multiplier ### True Damage Damage types in the "overhauleddamage:is_true_damage" damage type tag will ignore the custom damage calculation. They are not affected by shield blocking, armor or resistance. They don't apply Effect Build-Ups. They just deal damage to health (and/or mana/stamina, if applicable). --- ## Blocked Damage This part of the calculation only happens if: - the attacked entity is currently blocking with a shield - the damage type can be blocked by the equipped shield (determined by the "minecraft:blocks_attacks" data component) - the mod "Blocking Overhaul" is installed - Overhauled Damage's "Blocking Overhaul" version is enabled in the server config - if "Stamina Attributes" is installed, the entity also has to have at least one stamina (or the "blocking_requires_stamina" server config has to be set to false) ### Parrying Parrying replaces normal blocking and increases the parry_multiplier if certain conditions are met: - the entity is in the "blockingoverhaul:can_parry" entity type tag - the blocking time (the amount of ticks since the blocking was started) is equal or lower than the entity's "blockingoverhaul:parry_window" attribute - the attack is caused by a LivingEntity - the item used for blocking has the "blockingoverhaul:parries_attacks" data component > parry_multiplier = (if parrying) ? ("blockingoverhaul:parry_multiplier" attribute) : 1 ### Stamina Cost Application If Stamina

# Overhauled Damage

A complete overhaul to several mechanics revolving around damage. It is inspired by games like Dark Souls and Valheim and aims to deepen Minecraft's combat.

# Effect Build-Ups

Effect Build-Ups are a resource (like health) and are zero by default. Certain events (like taking damage) increase or reduce these resources. Build-Ups are also slowly reduced over time.

If a build-up reaches a certain threshold, the corresponding status effect is applied and the build-up is set to zero again.

Currently, there are the following effect build-ups: - Bleeding - Burning - Freezing - Poisoned - Shocked - Staggered

Effect Build-ups are displayed in the HUD.

> Almost all aspects of this system are configurable via entity attributes, config files and/or data packs.

# Status Effects

Overhauled Damage adds several status effects that are used by the effect build-ups. They can be configured in the server config.

Some of these effects currently don't have a gameplay effect, since the required third-party APIs are not updated yet.

The Effect Build-Ups can also be configured to use other effects.

The status effects added by Overhauled Damage are: - "overhauleddamage:bleeding", deals a percentage amount of the entities maximum health as damage. The damage is doubled when the entity is moving. - "overhauleddamage:burning", deals damage. This effect attempts to recreate the hardcoded "on_fire" entity flag as a status effect. - "overhauleddamage:chilled", reduces attack and movement speed. - "overhauleddamage:frozen", has currently no gameplay effect. Is planned to immobilise the entity and prevent any actions. Currently waiting on third-party mods to update. - "overhauleddamage:poison", a configurable version of the vanilla status effect. Unlike it's vanilla counter-part, this effect can kill. - "overhauleddamage:shocked", has currently no gameplay effect. Is planned to increase damage dealt to the entity. Currently waiting on third-party mods to update. - "overhauleddamage:staggered", has currently no gameplay effect. Is planned to immobilise the entity and prevent any actions. Currently waiting on third-party mods to update. - "overhauleddamage:hit_stun", reduces attack and movement speed.

# Overhauled Damage Calculation

Every instance of damage that is dealt to an entity in Minecraft has a "damage type". This defines the death message and mechanics like resistances.

Overhauled Damage expands this system. Each enabled overhaul naturally disables the corresponding vanilla implementation.

When an entity is damaged, this no longer just reduces health. Depending on the damage type, there can be a variety of effects. This can still include health reduction, but it can also be effect build-up increases and even mana/stamina can be modified.

What exactly happens, is determined by the damage type or more precisely, to which category (or attack type) the damage type belongs.

## Attack Types

Each "damage type" belongs to one or more categories (called "attack types"). This is defined by a list of float values (called multipliers), one for each attack type.

The attack types are: - Generic - Bashing - Piercing - Slashing - Poison - Fire - Frost - Lightning

By default, every damage type has a multiplier of 1. 0 for Generic and 0. 0 for the rest. Exceptions to this are defined in the server config.

The first step of the new damage calculation is to determine the amount of each attack type, using the damage amount that was dealt to the entity.

> attack_type_amount = damage_amount * attack_type_multiplier

### True Damage

Damage types in the "overhauleddamage:is_true_damage" damage type tag will ignore the custom damage calculation. They are not affected by shield blocking, armor or resistance. They don't apply Effect Build-Ups. They just deal damage to health (and/or mana/stamina, if applicable).

## Blocked Damage

This part of the calculation only happens if: - the attacked entity is currently blocking with a shield - the damage type can be blocked by the equipped shield (determined by the "minecraft:blocks_attacks" data component) - the mod "Blocking Overhaul" is installed - Overhauled Damage's "Blocking Overhaul" version is enabled in the server config - if "Stamina Attributes" is installed, the entity also has to have at least one stamina (or the "blocking_requires_stamina" server config has to be set to false)

### Parrying

Parrying replaces normal blocking and increases the parry_multiplier if certain conditions are met: - the entity is in the "blockingoverhaul:can_parry" entity type tag - the blocking time (the amount of ticks since the blocking was started) is equal or lower than the entity's "blockingoverhaul:parry_window" attribute - the attack is caused by a LivingEntity - the item used for blocking has the "blockingoverhaul:parries_attacks" data component

> parry_multiplier = (if parrying) ? ("blockingoverhaul:parry_multiplier" attribute) : 1

### Stamina Cost Application

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
TheRedBrain
Version
3.1.0
Downloads
7,059
Endorsements
27
Category
adventure
Created
5/24/2024
Updated
5/6/2026
Game Versions
26.1, 26.1.1, 26.1.2
Tags
adventure, game-mechanics, library

🔧 How to Install Minecraft Mods Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Overhauled Damage support?

The author lists 26.1, 26.1.1, 26.1.2. Other versions may work but are untested by the author.

What is the latest version of Overhauled Damage?

Version 3.1.0, published 2026-05-06 with 7,059 downloads recorded at the source.

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