

AdditiveDamageModifier makes Valheim resistance and weakness modifiers stack together instead of letting only the strongest modifier win.
In vanilla, several sources of resistance and weakness do not cancel each other out. The game chooses one final modifier by priority. This mod changes that into an additive calculation, so every relevant modifier contributes to the final damage multiplier.
Adds visible adm_ status effects for testing, events, commands, and other mods. You can use addstatus command for testing.
Shows the effective modifier percent in tooltips and active effect UI.
CheckOut this mod to use training dummy for damage and resistance testing. https://thunderstore.io/c/valheim/p/sighsorry/TouchGrass/
Above is an example of RootArmor(+30%) + FeatherCape(+45%) + FireResistMead(-30%) = SUM(+45%) of fire damage with the mod's default setting.
adm_ status effects for testing, events, commands, and other mods.Default modifier values:
+45%+30%+15%-15%-30%-45%-100%
Root Armor pierce resistance (-30%)
+ Berserker Mead pierce weakness (+30%)
+ Bonemass pierce resistance (-15%)
= pierce -15%
The player takes 85% pierce damage.
Feather Cape fire weakness (+45%)
+ Barley Wine fire resistance (-30%)
= fire +15%
The player takes 115% fire damage.
Creature resistances and weaknesses are additive too. A creature that is weak to pierce by +30% takes 130% pierce damage; a creature resistant by -30% takes 70%.
Player damage has configurable minimum net damage caps for these damage types:
The default cap is 10%, so an immune or heavily resistant player still takes at least 10% damage from those capped types.
Spirit intentionally has no player minimum cap because vanilla players are already immune to Spirit damage.
The mod registers 56 status effects named:
adm_<damage_type>_<modifier>
Supported damage types:
blunt, pierce, slash, fire, poison, frost, lightning, spirit
Supported modifiers:
very_weak, weak, slightly_weak, slightly_resistant, resistant, very_resistant, immune
Examples:
adm_blunt_very_weak
adm_fire_immune
adm_spirit_resistant
These effects can be added with commands such as:
addstatus adm_blunt_resistant
Each adm_ effect has a generated status icon, a readable HUD name without the adm_ prefix, and a percent label. Modifier icons use simple tier markers:
+1, +2, +3, -1, -2, -3
Damage modifier tooltip lines can show the configured modifier percent, for example:
Damage modifier: Resistant VS Fire (-30%)
This non-compendium percent suffix is controlled by a client-only config option:
[1 - General]
Show Modifier Percent in Tooltips Outside Compendium = On
The Active effects compendium always shows fuller information, including MinNet:
Damage modifier: Resistant VS Fire (-30% / MinNet 10%)
Fall damage has two synced config options:
Maximum Fall Damage: raises the maximum base fall damage before status effects.Fall Damage Multiplier: controls how fast fall damage grows.Useful examples:
100 fall damage at 20m.Maximum Fall Damage = 200 and Fall Damage Multiplier = 1.00 reaches 200 damage at 36m.Maximum Fall Damage = 200 and Fall Damage Multiplier = 2.00 reaches 200 damage at 20m.2.00, 100 damage happens at 12m.Fall Damage Multiplier keeps 2-decimal precision. Most other numeric config values are integer sliders.
The frost modifier can control Cold and Freezing immunity through:
Cold/Freezing Immunity Trigger Frost Delta Percent
Default value is -15%. If the effective additive frost delta is less than or equal to this threshold, vanilla Cold and Freezing effects are blocked or cleared.
1 - General
Lock ConfigurationShow Modifier Percent in Tooltips Outside Compendium2 - Additive Damage
3 - Fall Damage