Apothic Attributes x Brutality Compat
Modby d0ugdimmadome
Compatibility for Brutality armor calculation and Apothic Attributes damage calculation
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
AffiliateHardware and extras that pair well with this mod.
As an Amazon Associate I earn from qualifying purchases.
Similar Mods
Complicated Bees
Bees - but complicated. Mutations, crossbreeding, and genetics! Almost entirely data-driven, and very modpack-friendly.
OpenPrinter
Printer for OpenComputers
Alex's Abnormalities
Adds compatibility between Alex's Mobs and the Abnormals Mods
Exquisito
The End Flavors addon for Neapolitan
Immersive Snow
Small tweaks that add to Minecraft's winter theme. Intended for use with a season mod.
Beautify!
Adds lots of vanilla-styled ways to spice up your builds.