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Apothic Attributes x Brutality Compat project artwork

CurseForge · Minecraft mod

Apothic Attributes x Brutality Compat

Compatibility for Brutality armor calculation and Apothic Attributes damage calculation

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Quick answer

Which Apothic Attributes x Brutality Compat release should I use?

Updated 8 months ago
Latest stable file lethalityfix-1.0.0.jar
Game version 1.20.1
Loader Forge

Apothic Attributes x Brutality Compat lethalityfix-1.0.0.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Apothic Attributes x Brutality Compat required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Apothic Attributes x Brutality Compat lethalityfix-1.0.0.jar need?

lethalityfix-1.0.0.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Apothic Attributes x Brutality Compat without breaking your instance.

Built for Apothic Attributes x Brutality Compat lethalityfix-1.0.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use lethalityfix-1.0.0.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside lethalityfix-1.0.0.jar. It opens that exact file at the source.

About this project

What does Apothic Attributes x Brutality Compat add?

Purpose

This mod fixes armor bypass compatibility math between Brutality and Apothic Attributes / AttributesLib.

The issue

In certain compatibility paths, Brutality’s lethality can push effective armor below zero before armor reduction is resolved.
If that negative armor is fed into a reduction formula without safeguards, results can become invalid (0, huge spikes, or non-finite values).

Why it happens

Brutality computes effective armor as:

modifiedArmor = targetArmor * (2 - armorPenetration) - lethality

Then armor reduction uses Apothic’s damage scaled constant a:

if damage < 20: a = 10
if damage >= 20: a = 10 + (damage - 20) / 2

Damage through factor:
a / (a + modifiedArmor)

Final damage after armor stage:
finalDamageAfterArmor = damage * (a / (a + modifiedArmor))

If modifiedArmor becomes strongly negative:

denominator can approach 0, causing extreme damage values
denominator can hit 0, causing inf / undefined damage cases
denominator can go negative, causing negative final damage result (doesnt heal target, but gets clamped to 0 in many cases)

Examples

Case A (negative output path)

targetArmor = 1, armorPenetration = 1, lethality = 12, damage = 20

modifiedArmor = 1 * (2 - 1) - 12 = -11

a = 10

final = 20 * (10 / (10 + -11)) = -200

Case B (divide-by-zero path)

targetArmor = 1, armorPenetration = 1, lethality = 11, damage = 20

modifiedArmor = -10

a = 10

final = 20 * (10 / (10 + -10)) = 20 * (10 / 0)

The fix

This mod applies two safeguards:

Clamp effective armor floor to 0 before reduction math (no negative armor input into armor formula).

Preserve high lethality scaling by splitting lethality into:

armor reduction down to zero

excess lethality converted into linear bonus damage:
bonus = unarmoredDamage * (excess * bonusPerExcessLethalityPoint)

Default:
bonusPerExcessLethalityPoint = 0.10 (10% per excess point, configurable)

Example of excess bonus

If unarmoredDamage baseline is 5, excess lethality is 4, and config is 0.10:

bonus = 5 * (4 * 0.10) = 2

Total = 5 + 2 = 7

Compatibility behavior

If Apothic Attributes is present, uses ALCombatRules#getArmorDamageReduction
If not, falls back to vanilla CombatRules.getDamageAfterAbsorb

Result

no divide by zero / infinite damage cases
no negative to zero behavior
predictable and configurable lethality scaling

Intended for packs using Brutality + Apothic/AttributesLib.

Project description from CurseForge.

Pick your setup

Apothic Attributes x Brutality Compat by Minecraft version and loader

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Recent files

Apothic Attributes x Brutality Compat versions and loaders

1 of 1 releases match

Looking for an older file? The official CurseForge project page is in Resources.