Here are several combat improvement proposals designed around game balancing while still preserving Minecraft's vanilla identity.
1. New Armor Formula
TH = 8 + Toughness × 1.5
If Damage < TH:
Effective Armor = Armor
If Damage ≥ TH:
Effective Armor = Armor × (0.2 + 0.8 × TH / Damage)
Reduction Rate = Effective Armor / 25
Final Damage = Damage × (1 - Reduction Rate)
Purpose:
- Armor stays effective against weak attacks
- Heavy attacks partially penetrate armor
- Prevents armor from being too dominant while keeping progression meaningful
2. Dynamic Hurt Immunity
I-Frames = clamp(Final Damage × 0.5, 5, 15)
Purpose:
- Reduces spam-hit dominance
- Makes heavy hits impactful
- Improves combat pacing and weapon identity
3. Shield State System:
inspired by spear state system.
0-1s(State 1):
- 100% Block
- Full Knockback Reduction
- Reflect Projectiles
1.1-3s(State 2):
- 100% Block
- 50% Knockback Reduction
3.1-6s(State 3):
- 80% Block
>6s(State 4):
- Shield Disabled for 1 second
Additionally:
Taking hits ≥16 damage instantly advances the shield to the next state.
Purpose:
- Prevents shield camping
- Rewards timing and pressure
- Creates counterplay for heavy weapons
- Adds depth without removing Minecraft's simple combat style
These systems aim to make combat more skill-based, balanced, and dynamic while still feeling like vanilla Minecraft.
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