Combat balance is the set of limits Lifesteal puts on enchant effects so that stacking enchants cannot make a player impossible to kill. Four limits apply: damage reduction from Resilience and Resolve is capped per hit, passive regeneration from enchants is capped per second, healing from lifesteal enchants is capped per second, and passive regeneration stops for a short time after another player damages you.
Health is measured in HP in this page. One heart is 2 HP.
The four limits#
| Limit | Value | Enchants it applies to |
|---|---|---|
| Damage reduction limit | 25% of a hit | Resilience and Resolve |
| Passive regeneration limit | 0.4 HP per second (0.2 hearts) | Recovery, Replenish and Sprinter |
| Lifesteal heal limit | 1.5 HP in any 1 second (0.75 hearts) | Vampire (Combat) and Soul Eater |
| Combat tag | 6 seconds | Passive regeneration from enchants |
Resolve, Recovery and Replenish are listed on Lifesteal Survival Enchants. Sprinter is listed on Lifesteal Mobility Enchants.
Damage reduction limit#
The two Lifesteal enchants that reduce damage, Resilience and Resolve, share one limit: 25% of a hit.
- Each time another entity damages you, the reductions from Resilience and Resolve are added up. Anything above 25% is thrown away.
- Resilience works at 30% health or less (3% per level, 15% at level V) and Resolve works while your hunger bar is full (2% per level, 10% at level V). With both at level V and both conditions met, they add up to exactly 25%, the cap, so nothing is cut.
- The limit counts only these two enchants. Other damage reduction, such as vanilla armor, Protection, or damage reduction from boosters and gear, is not limited by it.
- It applies to damage that other entities deal to you, such as players, mobs and their projectiles. Falling, fire and similar damage are not affected by these enchants in the first place.
- What is left after the limit joins the damage sum, where the attacker's damage bonuses can cancel it out.
Passive regeneration limit#
Enchants that heal you over time all feed into one shared regeneration meter, which can heal at most 0.4 HP per second. That is the same rate as the Regeneration I potion effect.
| Enchant | Regeneration | Condition |
|---|---|---|
| Recovery | 0.04 HP per second per level | Always |
| Replenish | 0.05 HP per second per level | Hunger bar full |
| Sprinter | 0.10 HP per second per level | While sprinting |
- The rates of every active source are added together, then the total is cut down to 0.4 HP per second if it is higher.
- For example, Recovery V gives 0.20 HP per second. Recovery V and Replenish V together would give 0.45 HP per second, so you only get 0.4.
- The meter heals a little every quarter second while you are below full health, and never above your maximum health.
- It affects only enchant regeneration. Natural regeneration, potions, golden apples and food are unaffected.
- Passive regeneration is paused by the combat tag.
Combat tag#
When another player damages you, enchant regeneration is suspended for 6 seconds.
- A melee hit from another player, or a projectile another player shot, starts the 6 seconds. Every new hit starts the 6 seconds again.
- Damage from mobs, falling, fire and your own actions does not start it.
- While it runs, Recovery, Replenish and Sprinter heal nothing. The effect resumes on its own when the 6 seconds pass without another hit from a player.
- It only affects enchant regeneration. It does not block healing from Vampire (Combat) and Soul Eater, and it does not block potions or food.
- It is separate from the 30-second PvP combat tag that restricts commands and logging out.
Lifesteal heal limit#
Healing that comes from hitting or killing, that is Vampire (Combat) and Soul Eater, shares one limit: no more than 1.5 HP in any 1 second.
- The game remembers how much these enchants healed you during the last second. A new heal can only use what is left of the 1.5 HP.
- A heal that would exceed the limit is reduced to what fits. The rest is lost.
- You cannot be healed above your maximum health either.
- Because of the limit, high levels of Soul Eater do not heal more than level I: its requested heal is 1.5 HP at level I and 3.5 HP at level V, but one kill restores at most 1.5 HP. See Soul Eater.
- The limit applies only to these two enchants. The Legendary Vampire among the core enchants is a different enchant and is not covered by it.
Damage bonuses add together#
Every hit one entity deals to another goes through one shared damage sum. The percentage bonuses and reductions in it are added, not multiplied. For each hit the game works out:
final damage = base damage x (1 + all bonuses - all reductions), never below zero.
- Base damage is the hit's normal damage, including your weapon, Sharpness, Strength and the critical-hit bonus. The target's vanilla armor and Protection then reduce the result as usual.
- The bonuses include the six Combat damage enchants: Edge, Berserker, Crit Master, Executioner, Gladiator and Blitz Burst (see Lifesteal Combat Enchants), the KOTH enchant Showdown (see Lifesteal KOTH Enchants), and damage boosts from the Rage Ability, boosters and gear (see Boosters).
- The reductions include Resilience and Resolve, after the 25% damage reduction limit, and damage reduction from boosters and gear.
- Example: Edge V (+20%), Executioner V (+25%) and Crit Master V (+30%) on a critical hit against a low-health target add up to +75%, so the hit deals 1.75 times its base damage. It does not deal 1.95 times, which is what multiplying the three would give.
- Bonuses and reductions cancel each other out in the same sum. Edge V (+20%) against a player with 25% reduction from Resilience V and Resolve V deals 0.95 times the base damage.
- Neither the total bonus nor the total reduction is capped. The only limit inside the sum is the 25% cap on Resilience and Resolve.
- Some effects, such as certain exclusive set enchants, change a hit's damage separately from this sum and are not added into it.
Summary of what each limit does not cover#
| Limit | Not covered |
|---|---|
| Damage reduction limit | Vanilla armor, Protection, damage reduction from boosters and gear, environmental damage |
| Passive regeneration limit | Natural regeneration, potions, golden apples, food |
| Lifesteal heal limit | The core Vampire enchant, potions, food, other healing |
| Combat tag | Healing from Vampire (Combat) and Soul Eater, potions, food |