ReInDev Wiki ReInDev 2.9_03

Combat

Overview

Combat in ReInDev keeps the Beta 1.7.3 framework but reworks tool tiers, adds fire-based and high-durability weapons, and folds in a status-effect system. Damage in this version is measured in half-hearts (a full heart = 2 points; the player has 20 points / 10 hearts). All damage values below are raw points before armor and effects are applied. Note that this build has no shield/sword-blocking action: defense comes from armor, dodging, status effects, and the Frying Pan parry.

Melee Weapons

Sword damage is computed as 3 + 2 × material entity-damage; axes deal 3 + material entity-damage (axes are slower and lose durability faster on entities, taking 2 use per hit vs. 1 for swords). Each tier's durability comes from its tool material.

TierSword dmgAxe dmgDurabilityNotes
Wooden3364Cheapest; burns as fuel
Stone54128—
Iron75256—
Golden75384Same damage as iron, low-ish durability
Diamond961536Highest raw melee damage in the game
Molten54256Sets the target on fire for 200 ticks (10s) on every hit; glowing/emissive
Obsidian7516384Iron-level damage but enormous durability; repairable with an Obsidian Tool Repair Kit

Augmentite is not a weapon tier. Augmentite is a smelted/crafted material used for blocks and the cosmetic Augmentite Shades (an ItemHat, not protective armor) — there is no Augmentite sword or armor set. The two unique combat tiers are Molten (fire, from the Nether-style line) and Obsidian (durability). A hidden Corundum material (durability 512) backs the Frying Pan.

Sprint-attacking applies extra knockback. Player melee is modified by status effects: Strength adds +1 damage per level, Weakness subtracts 1 per level (a hit reduced to 0 does nothing).

Bows & Arrows

The Bow (durability 128) fires instantly on right-click — there is no charge mechanic. Every arrow deals a fixed 4 damage regardless of draw. The bow auto-selects ammo: it prefers a Glider Arrow if held, otherwise a normal Arrow; in Creative it fires freely without consuming ammo.

Arrow interactions: a burning arrow ignites whatever it hits for 600 ticks. A player wearing iron can fully deflect an incoming arrow (chance scales with iron-armor pieces, roughly when iron-armor count ≥ a random 1–4). Arrows in flight can be parried back by hitting them while holding the Frying Pan. Skeletons fire the same 4-damage arrows; Wither Skeletons fire flaming ones.

Armor

Protection is per-slot and identical across materials — the material only changes durability. Damage-reduction points: Helmet 3, Chestplate 8, Leggings 6, Boots 3 (a full non-cloth set = 20). Incoming damage is scaled by damage × (25 − totalArmorValue) ÷ 25, with the armor value degrading as gear takes durability damage.

MaterialHelmet / Chest / Legs / Boots durabilitySpecial behavior
Cloth0 / 0 / 0 / 0Cosmetic only — counts as 0 armor, can't be damaged
Leather99 / 144 / 135 / 117Reduces fire-tick damage while worn
Chainmail264 / 384 / 360 / 312Full set reflects ~2 damage back at melee attackers
Iron330 / 480 / 450 / 390Can deflect incoming arrows
Gold330 / 480 / 450 / 390Full set alters water movement/buoyancy and fall-in-fluid behavior
Diamond792 / 1152 / 1080 / 936Highest durability set

Hostile Mobs

MobHealthAttackNotes
Zombie203Burns in daylight
Skeleton204 (arrow)Ranged; burns in daylight
Spider—meleeNeutral in light, hostile in the dark; climbs walls
Creeper20explosionSelf-destructs with explosion power 3.0
Zombie Pigman205Neutral until provoked
Nether Zombie20 + 6 × tiermeleeScales tougher by spawn tier
Wither Skeleton300 / 3 / 5 / 7 by difficultyInflicts Wither II for 200 ticks on hit (or fire if molten); shoots flaming arrows
Scaribou405Fast when visible
Stroldian40slam 0 / 3 / 5 / 7 by difficultyArea slam attack

Mob damage to the player scales with difficulty: Peaceful = no damage, Easy = damage÷3 + 1, Normal = unchanged, Hard = damage × 1.5.

Status Effects in Combat

Several effects directly change combat math: