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every single number in this mod is completely configurable, so if you want vanilla defense scaling the values are 0.5 for classic, 0.75 for expert, 1.0 for master; and set the minimum damages to 1
in this mod they are 0.75 / 1.25 / 1.75 by default, and raised in hardmode to 1.0 / 1.5 / 2
unfortunately at some point tmodloader devs decided to arbitrarily limit minimum damage to 1 instead of 0 so that use of "ignore hits below my defense or when critical defense" this used to have is gone, unless I go wrap the hit calls in hit-cancel and immunity-cancel misery but there's no reliable way to do so without potentially conflicting with other mods procs right now so I won't be doing that anytime soon
in vanilla expert/master enemy damage values go up twice, once in hardmode and once after plantera
in this mod with the 50 damage zombie in expert hm (default 1.5* def min 6),
at 33-56 displayed defense (which is 49-84 dam reduction because *1.5) you would take default minimum of 6 damage;
once at 57 disp.def (equiv. to 85 red) you "critical defend" and your minimum goes down to 3 because you exceed the max defense needed by another 35 (default setting that says damage thresholds for critical defend "hm exp -35")
the highest unmodded def you can get pre-plantera master is 177, in vanilla this is 177 reduction, minimum 1. so any hit below 179 just does 1 damage. in this mod, that reduction goes up to 354 but minimum 10, so any hit below 365 does 10 damage. unless the hit is below 304, in which case it does 5 dam min by default.
in vanilla a meteor head doing 40 damage with platinum armor (5+6+5+4set defense = 20 defense) will do (20*0.5=10, so 40-10=30) 30 damage,
but this mod raises that 0.5 to 0.75 by default (configurable) so instead you take (20*0.75=15, so 40-15=25) 25 damage instead,
and if you jump into hard mode that 0.75 goes to 1.0 by default (again configurable) so the damage becomes (20*1=20, so 40-20=20) 20 from the meteor head instead.
for the minimum damage, say you were in the 20 def plat armor, but the enemy was a 14 damage zombie. in prehm it would still be 20*0.75=15 reduction, but the minimum is set to 1 (configurable) so you would take 1 damage. but in hardmode the reduction would go to 20*1.0=20, which doesn't matter because it was already higher, except the minimum raises to 2 damage (configurable) so you take 2 damage instead.
normally your shown defense rating in the bottom right needs to be multiplied by 0.5/0.75/1 on classic / expert / master, this changes those numbers to be configurable and can be different in or out of hardmode
and normally you cannot take below 1 damage, this mod can increase that
Also ah. The options are just headers.
i'm not sure what you mean by "any of the other stuff", defense multiplier is all this does (unless you mean the "critical defense" thing which can be circumvented by just making the settings something out of range)