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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

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:

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 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.