Smooths combat by compensating near-lethal damage, ensuring clean kills without altering core balance.
When a single attack is already enough to decide the outcome, this mod automatically fills in the small remaining difference, delivering a cleaner and smoother combat experience.
Have you ever charged up a powerful attack for ages, only to see the enemy left with a tiny sliver of health?
Or lost the fight because a boss survived with just a bit of HP and turned the tables?
This mod exists exactly for those moments!
It evaluates the final damage result. If the damage dealt by the player is almost enough to kill a creature, the mod will make up the difference and finish the job.
Combat. Feels. Good.
finalDamage: The final effective damage (after armor, enchantments, etc.)healthBefore: The target’s health before taking damageIF
healthBefore > finalDamage
AND
healthBefore - finalDamage <= finalDamage * k
Where:
k determines how much remaining health (relative to the damage dealt) is considered close enough to trigger full damage correction.
Remaining health: 2
With the default setting k = 0.5:
2 <= 8 * 0.5 → True
👉 An extra 2 damage is applied, instantly killing the monster.
But if the monster’s health is 20:
20 - 8 = 12
12 > 8 * 0.5 → False
👉 No correction is applied; damage is handled normally.
The following options can be modified indamage_correction-common.toml under the config folder.

Licensed under the MIT License. Feel free to use it 😊