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Apothic Attributes x Brutality Compat

Mod

by d0ugdimmadome

Compatibility for Brutality armor calculation and Apothic Attributes damage calculation

Type

Mod

CurseForge Downloads

89,016

CurseForge ID

1464431

Last Updated

Sep 5, 2026

Description

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.

Recommended Gear

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