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Auto Defend
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Auto Defend

Java mod listed for Minecraft 1.21. Downloads from the MC Java Mods app on Android.

by Radi · on Modrinth

⬇ Download on Modrinth

Auto Defend

Auto Defend gives entities a new resource: Stamina, which is by default 20 for all entities but can be changed with the max_stamina attribute. Instead of losing health, hit entities will automatically parry or dodge attacks, redirecting any damage taken to their stamina instead. The conditions to accomplish auto defense are fairly customizable:

Stamina

Damage dealt to stamina is raw damage, before mitigation from anything like armor, Protection, or Resistance. However, the endurance attribute reduces stamina damage.

Stamina naturally regenerates after enough time has passed since you were last hit. For players, this consumes hunger; players cannot regenerate stamina when below half hunger. Values pertaining to stamina regeneration are configurable.

Although stamina has no UI elements, entities below half stamina will visibly sweat. The more rapidly an entity sweats, the lower their stamina. Additionally, when an entity's stamina is taken to 0 by a parry or dodge, the visual and audio effects will change to indicate this. This change is configurable, if you'd rather keep players guessing about exactly how long they can keep defending.

Compatibility

Auto Defend may not function properly with mods that add their own methods of negating damage. The main issue you might find is auto defense taking priority over the modded damage negation. There's no guarantee on what mods will or will not work; your best bet is to try it and see. I've personally confirmed proper functionality with:

and confirmed incompatibility with:

Notices

This mod is heavily attribute driven. Use of AttributeSetter is highly recommended for pack developers and anyone that wants to change functionality.

I can only promise functionality on 1.21.1, but feel free to try it and see if it works on later 1.21.x releases.

So, why does this mod even exist? **(WARNING: BIG OL' TEXT WALL)** In Minecraft, entity health is noticeably small relative to damage. This means that small damage differences don't have much time to compound, so all that matters is specific break-points. For instance, stone swords (5 damage) and iron swords (6 damage), if we ignore crits, both take 4 hits to kill a 20-damage target.

This is an issue when combined with some weapon mods, where damage differences between weapon types can be rather small.

Increasing HP values is one way to get around this. Against a 100-HP target, the same 5-damage stone sword and 6-damage iron sword now take 20 and 17 hits to kill respectively; a small but real difference. The default configs don't really achieve this, but they're meant to be less game-altering as a baseline.

However, I have a personal issue with inflating HP: it feels somewhat stupid in certain flavors of modpack. Damage differences mattering is in contrast with combat feeling lethal.

Auto Defend solves this issue by making the vast majority of hits not actually HURT you: you avoid them, but become more and more exhausted over time until you are finished off by a decisive strike.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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