Loading weapon data...
Loading enchantment data...
Its armor, toughness and health come from the entity data.
Final hit damage = (weapon attack damage + enchantment bonus + Strength minus Weakness), multiplied by 1.5 for a critical hit, then reduced by the target's armor. DPS is that per-hit damage times the weapon's attacks per second. The bonus numbers come straight from the extracted weapon, mob and enchantment data, not from rounded wiki tables.
Every melee weapon carries an attack_damage attribute modifier that is added to the player's base of 1. A diamond sword's modifier is 6, so it deals 7 per hit; a netherite sword's is 7, so it deals 8. The fist is the base 1. On top of that, a damage enchantment adds a flat amount, Strength adds 3 per level and Weakness subtracts 4 per level, and a critical hit multiplies the whole melee total by 1.5.
That damage is then reduced by the mob's armor using the game's CombatRules formula: g = clamp(armor minus 4 times damage divided by (8 plus toughness), armor times 0.2, 20), and the hit deals damage times (1 minus g over 25). Most mobs have little or no armor, so the reduction is small; a few, such as zombies, drowned and the wither, carry a couple of points.
| Weapon | Damage | Attacks / sec | Base DPS |
|---|---|---|---|
| Fist | 1 | 4.0 | 4.0 |
| Wooden / Gold Sword | 4 | 1.6 | 6.4 |
| Stone Sword | 5 | 1.6 | 8.0 |
| Iron Sword | 6 | 1.6 | 9.6 |
| Diamond Sword | 7 | 1.6 | 11.2 |
| Netherite Sword | 8 | 1.6 | 12.8 |
| Diamond Axe | 9 | 1.0 | 9.0 |
| Netherite Axe | 10 | 1.0 | 10.0 |
Axes hit harder per swing but recharge much slower, so a sword usually wins on DPS while an axe wins on a single committed crit. The base DPS column above is per-hit damage times attacks per second with no enchantments or crits; the calculator at the top folds those in.
A critical hit happens when you attack while falling, not sprinting, not on a ladder or vine and not in water, and it multiplies the melee hit by 1.5. The calculator exposes this as a simple toggle that scales your combined weapon and enchantment damage by 1.5.
The three melee damage enchantments are mutually exclusive, so a weapon carries at most one. Sharpness adds 1 damage at level 1 and 0.5 per level after, hitting every mob. Smite and Bane of Arthropods each add 2.5 per level but only against their target group, undead for Smite and arthropods for Bane. The calculator reads these amounts from the enchantment data for the selected version and only applies Smite or Bane when the chosen mob is in the right group.
| Enchantment | Bonus at level 1 | Per extra level | Applies to |
|---|---|---|---|
| Sharpness | +1.0 | +0.5 | All mobs |
| Smite | +2.5 | +2.5 | Undead only |
| Bane of Arthropods | +2.5 | +2.5 | Arthropods only |
When a mob hits you, the same CombatRules armor formula runs in reverse on the mob's attack damage, using your worn armor points and toughness. After that, Protection applies: each piece adds its Enchantment Protection Factor, the total is capped at 20, and damage is multiplied by (1 minus EPF over 25). Finally the Resistance effect removes a further 20 percent per level, so Resistance V makes you immune to that source.
Armor points and toughness are read per piece from the item data, so a mixed set is summed correctly. The table below shows the full-set totals the quick-pick buttons produce.
| Full set | Armor points | Toughness |
|---|---|---|
| Leather | 7 | 0 |
| Gold | 11 | 0 |
| Chain | 12 | 0 |
| Iron | 15 | 0 |
| Diamond | 20 | 8 |
| Netherite | 20 | 12 |
Diamond and netherite share the 20-point armor cap, but netherite's extra toughness keeps reducing big hits where diamond starts to leak through, which is why a Warden or a charged creeper hurts less in netherite. Mob attack damage itself is the entity attack_damage attribute and does not change with difficulty.
A netherite sword adds 7 attack damage on top of the player's base 1, for 8 damage per fully charged hit before enchantments. A critical hit multiplies that by 1.5 to 12, and Sharpness V adds another 3 on top. Its attack speed of 1.6 hits per second gives a base DPS of about 12.8 before crits and enchantments. The diamond sword sits one point lower at 7 damage per hit.
Java Edition uses CombatRules.getDamageAfterAbsorb. It computes g = clamp(armorPoints - 4 * damage / (8 + toughness), armorPoints * 0.2, 20), then deals damage * (1 - g / 25). Toughness softens how fast big hits punch through, and the 0.2 floor means armor always blocks at least a fifth of its rating. Full iron is 15 armor with 0 toughness; full diamond is 20 armor with 8 toughness.
It depends on the target. Sharpness adds 1 damage at level 1 and 0.5 per extra level, so Sharpness V adds 3 to every mob. Smite and Bane of Arthropods add 2.5 per level, so Smite V adds 12.5 but only against undead such as zombies and skeletons, and Bane V adds 12.5 only against arthropods such as spiders. Against the right target the specialised enchantment wins by a wide margin; against everything else Sharpness is the safe pick.
Yes. A critical hit multiplies the whole melee hit by 1.5, and the Sharpness, Smite or Bane bonus is added to the weapon damage before that multiplier is applied. To land a crit you must be falling, not sprinting, not climbing and not in water. The calculator's critical hit toggle applies the 1.5 multiplier to the combined weapon plus enchantment damage.
DPS is damage per second: the damage of one fully charged hit multiplied by how many fully charged hits you can land each second. Attack speed comes from the weapon, since the player base is 4 and each weapon subtracts from it. A netherite sword at 1.6 attacks per second deals fewer but harder hits than a faster weapon, so comparing DPS rather than per-hit damage tells you the real difference.
No. The common belief that Easy halves and Hard multiplies all mob damage by 1.5 is a wiki oversimplification the game does not apply. A mob's melee damage is its attack_damage attribute, the same on every difficulty. Difficulty changes specific cases instead, such as zombie reinforcements spawning, starvation being able to kill on Hard, and a handful of mob behaviours, not a blanket damage scalar.
Browse more Minecraft tools: