Combat math for both sides of a fight. Build a weapon to see per-hit damage and DPS — with Sharpness, crits and the 1.9+ attack-cooldown charge — then build an armor set to see damage reduction, damage taken and hits-to-kill.
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The damage panel follows the real Java sequence: the weapon's attack-damage attribute (already including the
Strength and Weakness effects) is scaled by the attack cooldown charge, multiplied by 1.5 on a critical hit,
and finally has the Sharpness, Smite or Bane of Arthropods bonus added on top. Getting that order right is why a
Strength II netherite-sword crit with Sharpness V reads (8 + 6) × 1.5 + 3 = 24 rather than
(8 + 6 + 3) × 1.5.
DPS multiplies the per-hit number by the weapon's attacks per second at full charge — 1.6 for swords, around 1.0 for diamond/netherite axes, 0.6 for the mace. A fast sword usually out-DPSes a hard-hitting axe, even though the axe wins on a single charged blow. Pair this with the enchantment calculator to work out the cheapest anvil order for Sharpness, Smite and the rest.
| Weapon | Java damage | Bedrock damage | Attack speed (Java) |
|---|---|---|---|
| Wooden sword | 4 | 5 | 1.6 |
| Golden sword | 4 | 5 | 1.6 |
| Stone sword | 5 | 6 | 1.6 |
| Copper sword | 5 | 6 | 1.6 |
| Iron sword | 6 | 7 | 1.6 |
| Diamond sword | 7 | 8 | 1.6 |
| Netherite sword | 8 | 9 | 1.6 |
| Wooden axe | 7 | 4 | 0.8 |
| Golden axe | 7 | 4 | 1.0 |
| Stone axe | 9 | 5 | 0.8 |
| Copper axe | 9 | 5 | 0.8 |
| Iron axe | 9 | 6 | 0.9 |
| Diamond axe | 9 | 7 | 1.0 |
| Netherite axe | 10 | 8 | 1.0 |
| Trident (melee) | 9 | 9 | 1.1 |
| Mace (no fall bonus) | 6 | 6 | 0.6 |
| Wooden spear (jab) | 1 | 2 | 1.54 |
| Golden spear (jab) | 1 | 2 | 1.05 |
| Stone spear (jab) | 2 | 3 | 1.33 |
| Copper spear (jab) | 2 | 3 | 1.18 |
| Iron spear (jab) | 3 | 4 | 1.05 |
| Diamond spear (jab) | 4 | 5 | 0.95 |
| Netherite spear (jab) | 5 | 6 | 0.87 |
Bedrock has no attack cooldown, so the speed column applies to Java only — except the spear, which carries its own use cooldown in Bedrock (the same interval as its Java attack speed). The mace figure is its normal attack; a smash attack adds damage from the distance you fell. The spear figure is its jab attack; its charge attack instead scales with how fast you are closing on the target, so it has no fixed number and is not modelled here.
A weapon's base damage is the total the player's attack-damage attribute reads while the weapon is held, which includes the single point of damage a bare fist does — a wooden sword shows 4 because the sword itself contributes 3 on top of that 1. Attack speed is how many fully charged swings the weapon allows per second, so 1.6 means a sword is back to full strength after 0.625 seconds while a netherite axe at 1.0 needs a whole second. The two numbers pull against each other: axes hit harder per blow, swords land more blows, and which one wins depends entirely on whether you get to wait for the cooldown bar.
| Enchantment | Edition | I | II | III | IV | V |
|---|---|---|---|---|---|---|
| Sharpness | Java | 1 | 1.5 | 2 | 2.5 | 3 |
| Sharpness | Bedrock | 1 | 2 | 3 | 5 | 6 |
| Smite (undead only) | Java | 2.5 | 5 | 7.5 | 10 | 12.5 |
| Smite (undead only) | Bedrock | 2 | 5 | 7 | 10 | 12 |
| Bane of Arthropods (arthropods only) | Java | 2.5 | 5 | 7.5 | 10 | 12.5 |
| Bane of Arthropods (arthropods only) | Bedrock | 2 | 5 | 7 | 10 | 12 |
Java Sharpness follows 0.5 × level + 0.5; Smite and Bane add 2.5 per level.
Bedrock Sharpness follows 1.25 × level, and Bedrock keeps the same 2.5 per level
for Smite and Bane, but rounds every result down — which is why Bedrock Sharpness IV and V pull ahead of
Java while Smite I and III fall behind.
All three enchantments add flat damage after the critical-hit multiplier rather than before it, so a crit never multiplies the enchantment's contribution. Sharpness applies to every target. Smite applies only to undead — zombies, skeletons, husks, strays, drowned, phantoms, zoglins and the wither — and Bane of Arthropods only to arthropods: spiders, cave spiders, silverfish, endermites and bees. Against a valid target the specialist enchantments are far larger than Sharpness at every level; against anything else they add nothing at all, which is the whole trade.
Armor points and toughness combine in the official Java formula below. Each point is worth at least 4% reduction, but the bigger the hit, the more it cuts into that — which is exactly what armor toughness (found only on diamond and netherite) resists.
Worked example: full diamond armor is 20 armor points and 8 toughness. Against a 20-damage hit,
armor − damage / (2 + toughness/4) = 20 − 20/(2+2) = 15, and
max(20/5, 15) = 15, so reduction is 15/25 = 60% and you take 8 damage. Against a tiny
1-damage hit the same set reduces by the full 80% cap. That gap is the whole point of toughness.
Protection is layered on after armor points using its EPF (Enchantment Protection Factor). Generic Protection
is worth its level per piece, so Protection IV across all four pieces is 16 EPF, removing
16 × 4% = 64% of whatever damage got past your armor. The EPF total is capped at 20 (80%);
to reach the cap you need a type-specific protection such as Blast Protection (double value versus explosions).
Resistance is applied last as a flat 20% per level, so Resistance V makes you immune.
Switch the damage panel to Ranged to model the weapons that hit from a distance: the bow, the crossbow with either arrows or firework rockets, and the trident, both thrown and as a stab with Impaling added. Ranged damage runs on different rules from a sword swing. There is no attack-cooldown curve to scale it, Sharpness and Smite play no part, and the bow has a critical hit of its own that has nothing to do with the melee ×1.5. Every figure in this section comes from minecraft.wiki and is cited under its table; where the wiki leaves something unstated, we say so instead of filling the gap.
A bow's damage depends on how long you hold the draw. A quick tap of about 0.1 seconds looses an arrow worth
just 1 HP. Drawing for 0.2 to 0.8 seconds gives a medium shot of 5 HP, and 0.9 seconds reaches full charge at
6 HP. Keep holding for a second or more and the shot becomes critical, landing anywhere from 6 to 11 HP at
random. The top of that spread follows a simple rule: a critical arrow can reach one and a half times its normal
damage plus two, where the normal damage is counted after enchantments. For a plain bow that is
3 × 6 / 2 + 2 = 11. Draw times and damage are the same in Java and Bedrock.
Power is the bow's damage enchantment. Every level raises arrow damage by a quarter, plus one extra quarter on top, so Power I adds 50% and Power V adds 150%, and the result is rounded up to the next half-heart. That lifts a full-charge shot from 6 HP to 9 at Power I and 15 at Power V. Because the critical ceiling is built on the enchanted figure, Power widens the critical spread as well: a Power V critical arrow lands between 15 and 25 HP, which ends an unarmored, full-health 20 HP player in one hit at the top of the roll but needs two at the bottom. The wiki tabulates Power only for full-charge and critical shots, so partial-charge Power is not shown here, and the calculator offers only those two charge states once Power is selected.
| Power | Full charge | Critical min | Critical max |
|---|---|---|---|
| None | 6 | 6 | 11 |
| I | 9 | 9 | 16 |
| II | 11 | 11 | 19 |
| III | 12 | 12 | 20 |
| IV | 14 | 14 | 23 |
| V | 15 | 15 | 25 |
Source: minecraft.wiki, Bow and Power pages, retrieved 2026-09-26.
The bow's other enchantments leave the impact alone. Flame sets the target burning for 5 HP of fire damage spread over 5 seconds, with the first tick ignored; the calculator shows that on its own line and never adds it to the arrow's hit or to the hits-to-kill count. Punch adds knockback only, and Infinity makes no difference to damage.
A crossbow arrow outhits a fully drawn, unenchanted bow. In Java it deals a random 7 to 11 HP; in Bedrock it is a flat 9. Multishot, Piercing and Quick Charge all leave per-arrow damage unchanged, and Quick Charge only trims the 1.25-second charge time. The wiki's Crossbow page does not state whether crossbow arrows can land critical hits, so the calculator offers no critical option for them. Load a firework rocket instead of an arrow and the damage depends on how many firework stars went into it: a one-star rocket deals 5 to 6 HP, and each added star pushes the range higher, up to 11 to 18 HP with seven. The firework figures we work from are not split by edition, so the table shows one set of numbers for both.
| Projectile | Damage (HP) |
|---|---|
| Arrow, Java | 7–11 (random) |
| Arrow, Bedrock | 9 |
| Firework rocket, 1 star | 5–6 |
| Firework rocket, 2 stars | 6–8 |
| Firework rocket, 3 stars | 7–10 |
| Firework rocket, 4 stars | 8–12 |
| Firework rocket, 5 stars | 9–14 |
| Firework rocket, 6 stars | 10–16 |
| Firework rocket, 7 stars | 11–18 |
Source: minecraft.wiki, Crossbow page, retrieved 2026-09-26.
The trident deals 9 HP as a melee stab and 8 HP when thrown. Impaling adds 2.5 HP per level to both, so Impaling V is worth 12.5, but where the bonus applies depends on the edition. In Java it counts only against aquatic mobs: axolotls, dolphins, guardians and elder guardians, nautiluses and zombie nautiluses, squid and glow squid, tadpoles, turtles and every fish. Drowned are not on that list. Bedrock judges the target's surroundings instead, so any mob or player touching water gets hit harder, whether it is submerged, standing in flowing water or out in the rain. A thrown Impaling V trident therefore hits a Java dolphin for 20.5 HP but a Java drowned for the plain 8. Riptide and Channeling do not change trident damage. In the Ranged tab, tick the target checkbox when your edition's condition is met. The melee figure there is the plain stab plus Impaling; for the trident's attack cooldown and critical hits, use the Melee tab, which already lists it at 9.
| Attack | Impaling bonus | Melee total | Thrown total |
|---|---|---|---|
| No Impaling | — | 9 | 8 |
| Impaling I | +2.5 | 11.5 | 10.5 |
| Impaling II | +5 | 14 | 13 |
| Impaling III | +7.5 | 16.5 | 15.5 |
| Impaling IV | +10 | 19 | 18 |
| Impaling V | +12.5 | 21.5 | 20.5 |
Source: minecraft.wiki, Trident and Impaling pages, retrieved 2026-09-26. Totals add the Impaling bonus to the base figure and apply only when the edition's condition is met.
Hits to kill in the Ranged tab divides the target health set in the armor panel by the impact damage and rounds up. When the damage is a range it shows both ends: the fewest hits if every shot rolls high, the most if every shot rolls low. It uses raw impact damage before the target's armor, so for an armored target, enter the impact figure in the armor panel's incoming-hit field to see what gets through.
| Material | Helmet | Chest | Legs | Boots | Full set | Toughness (set) | Notes |
|---|---|---|---|---|---|---|---|
| Leather | 1 | 3 | 2 | 1 | 7 | 0 | — |
| Golden | 2 | 5 | 3 | 1 | 11 | 0 | — |
| Copper | 2 | 4 | 3 | 1 | 10 | 0 | — |
| Chainmail | 2 | 5 | 4 | 1 | 12 | 0 | — |
| Iron | 2 | 6 | 5 | 2 | 15 | 0 | — |
| Diamond | 3 | 8 | 6 | 3 | 20 | 8 | +2 toughness per piece |
| Netherite | 3 | 8 | 6 | 3 | 20 | 12 | +3 toughness per piece; +1 (10%) knockback resistance per piece — 40% for a full set |
| Turtle Shell (helmet) | 2 | — | — | — | 2 | 0 | Helmet only |
Diamond and netherite share the same armor points; netherite adds toughness and knockback resistance. The Turtle Shell is a helmet worth 2 points (no toughness).
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