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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

Forge 1.16.5/1.20.1 and NeoForge 1.21.1 use native material identity and defense-based classification for modded armor. Incomplete defense data now falls back safely to Special (1.00×). On NeoForge 1.21.1, only helmet, chestplate, leggings, and boots contribute; animal armor defense is excluded. NeoForge 1.21.11 uses material-name and item-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:

crit multiplier = 1 + (total Crit DMG - 50) × 0.005

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:

new damage = (original damage + scaled flat ATK × 0.75)
             × (1 + scaled ATK% / 100 × 0.75)

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:

prevention chance = effective Durability / (100 + effective Durability)

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 loot drops

In v1.5.8, equipped Relic and set-bonus LUCK% affects loot directly. Use the effective Luck total in the Stat Summary after material and offhand scaling.

  • Every 1% Luck gives a 0.5% chance to generate one additional roll of an applicable loot table.
  • 100% Luck reaches the cap: 50% bonus-roll chance. Luck above this does not raise this bonus further.
  • Loot-table drops include chest rewards, vanilla mob drops such as Wither Skeleton Skulls, and supported modded loot. All normal table conditions still apply; an extra roll does not guarantee a rare item.
  • Direct Aster Core, Resonance Core, and Dust mob drops instead have their existing chances multiplied by the equivalent relative bonus, with each chance capped at 100%.
Effective Luck Extra loot-roll chance Direct material drop multiplier
0% 0% 1.00×
20% 10% 1.10×
50% 25% 1.25×
100% or more 50% 1.50×

For example, 20% Luck raises a direct 8% Dust drop chance to 8.8%, rather than adding 10 percentage points. Default 12% combined Aster Core odds become 13.2%. See Mob and chest drops for eligibility and configuration.

Wither Skeleton Skull example

With default Java loot tables, eligible player kills, 50% displayed Luck, and no other Luck effects:

Looting Vanilla chance of a skull With Luck: chance of at least one skull
None 2.5% 3.1094%
III 5.5% 6.7994%

Because the bonus roll can also succeed when the original roll succeeds, a kill can occasionally produce two skulls. Average skull yield rises by 25%: without Looting, from 2.5 to 3.125 skulls per 100 kills. The chance of at least one skull is p + q × p × (1 - p), where p is the vanilla chance and q is the bonus-roll chance.

These are v1.5.8 rules; v1.57 did not include the bonus-roll implementation. Other Luck effects and loot-changing mods can alter the result. Internally, Relic Luck contributes to Minecraft's Luck attribute at effective Luck / 100 × 5; the loot bonus uses that attribute.

Jump Boost

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.