Damage Mechanics

Damage mechanics have been modified with the goal of making PVP more accessible and balanced while also modestly rewarding those who work for enchanted items.

Bows

 * Base damage reduced by 15%
 * Arrows remove 2 food (1 drumstick) on successful hit

Power Enchantment
Reduced formula of +5% damage per level:
 * Power I: +5% bonus damage
 * Power II: +10% bonus damage
 * Power III: +15% bonus damage
 * Power IV: +20% bonus damage
 * Power V: +25% bonus damage

Flame Enchantment
Burn time reduced to 2 seconds.

Swords & Axes
Same base damage.

Sharpness Enchantment
Reduced formula of +5% damage per level:
 * Sharpness I: +5% bonus damage
 * Sharpness II: +10% bonus damage
 * Sharpness III: +15% bonus damage
 * Sharpness IV: +20% bonus damage
 * Sharpness V: +25% bonus damage

Fire Aspect Enchantment
Burn time reduced to 2 seconds per level:
 * Fire I: 2 seconds of burn time on hit
 * Fire II: 4 seconds of burn time on hit

Armor
Reduced vs. vanilla 0-25% depending on armor points, where diamond armor receives the full 25% reduction. Exact formula is: reduction to armor = armor points / 80. In addition, the "toughness" aspect of diamond armor, which in vanilla greatly reduce very high damage attacks, has been removed from the damage formula.
 * No armor (0 armor) = 0/80 = 0% less damage mitigation vs. vanilla
 * Full leather (7 armor): 7/80 = 8.75% less damage mitigation vs. vanilla
 * Full iron (15 armor): 15/80 = 18.75% less damage mitigation vs. vanilla
 * Full diamond armor (20 armor): 20/80 = 25% less damage mitigation vs vanilla (also no toughness)

Protection Enchantment
Reduced formula of 0.75% damage reduction per point, maxing out at 15%.
 * 5 points of protection = 3.75% less damage taken
 * 10 points of protection = 7.5% less damage taken
 * 20 points of protection = 15% less damage taken
 * 25 points of protection = 15% less damage taken (20 points is max)