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.
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.
| Material | Helmet | Chest | Legs | Boots | Full set | Toughness (set) |
|---|
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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