Combat stats and effective builds¶
Relic values pass through several layers before affecting play. The tooltip and previews display effective contributions after material/scaling; final player attributes may also include set bonuses and caps.
Material hierarchy¶
| Tier detector | Multiplier | Typical examples |
|---|---|---|
| Wood / Leather | 0.45× | Wooden weapon, leather armor |
| Stone / Chainmail | 0.60× | Stone weapon, chainmail |
| Gold | 0.70× | Gold/golden equipment |
| Iron | 0.85× | Iron equipment, bows/crossbows/shields |
| Diamond | 1.00× | Diamond, turtle, trident |
| Netherite | 1.12× | Netherite, elytra |
| Special | 1.00× | Unrecognized/custom material fallback |
The detector first uses armor material identity, then registry-path tokens. Bows, crossbows, and shields default to iron; tridents to diamond; elytra to netherite.
Default scaling knobs¶
| Stat family | Multiplier |
|---|---|
| Flat ATK | 0.50× |
| ATK% | 0.70× |
| Flat DEF / DEF% | 0.70× |
| Flat HP / HP% | 0.70× |
| Crit, speeds, jump, Luck, Durability | 1.00× |
| Offhand after the above | 0.50× |
Server owners can change these values.
Critical hits¶
Defaults:
- base Crit Rate: 5%;
- base Crit DMG: 50%;
- Crit Rate cap: 100%;
- vanilla jump crit disabled;
- Sol's crit system enabled.
Critical chance is rolled for incoming damage directly caused by a player. When successful:
At 50 Crit DMG the multiplier is 1.0×. At 100 it is 1.25×; at 150 it is 1.50×. Crit DMG at or below 50 does not increase damage.
ATK and non-melee damage¶
Melee damage receives flat ATK and ATK% as player attack attributes. For supported non-melee player-owned sources—arrows, thrown/hurting projectiles, and some tamed/owned damage—the universal handler applies:
Set ATK% is included. The 0.75 efficiencies and the entire universal handler are configurable.
Defense and health¶
- Flat DEF adds armor points.
- DEF% multiplies base armor.
- Flat HP adds maximum-health points.
- HP% multiplies base max health.
- When equipment changes reduce maximum health, current health is clamped to prevent phantom health above the new maximum.
Speed caps¶
After each equipped relic contributes its modifiers, total Attack Speed and Move Speed are checked against their caps. If a cap is exceeded, every slot's contribution is proportionally scaled down.
- Default maximum relic ATK Speed bonus: +25%
- Default maximum relic Move Speed bonus: +20%
Set movement speed is a separate global modifier; administrators should account for it when balancing custom sets.
Durability¶
Durability% is a weapon main stat. It runs after vanilla durability/Unbreaking behavior and probabilistically restores damage increments:
A displayed +20 Durability gives about 16.67% prevention, not a flat 20%. It also has a last-durability recovery path that can restore a would-be-destroyed item to one durability when prevention succeeds.
Luck and jump¶
- Luck% becomes Minecraft Luck attribute at
effective value / 100 × 5. - Jump Boost modifies jump movement; roughly +35% reaches the normal two-block-jump region.
Build archetypes¶
Crit carry
Crit main weapon/helmet, double-Crit sub-stats, Diamond or Netherite set. Balance Crit Rate before overstacking Crit DMG.
Consistent ATK
ATK% weapon/chest plus flat-ATK legs. Strong for all hits and the universal non-melee formula.
Bulwark
HP%/DEF% chest, flat-HP boots, Iron/Turtle/Leather set. Mix HP and DEF rather than duplicating one axis blindly.
Tempo
ATK Speed and Move Speed, stopping near configured caps. Use freed sub-stat slots for damage or survival.