Crit was meant to be like this. Two systems? One resolver. They weren't kidding.
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You installed Critical Strike, threw in Apotheosis, and happily stacked a full set of crit affixes.
Then you swing once. The affixes might as well not exist. Critical Strike's particles still flash as usual, but the damage doesn't change at all. You start questioning reality: bro? Where's my crit investment?
Unified Algorithm is here to end this farce:
Make Critical Strike the sole crit resolver, then honestly bridge Apotheosis and other mods' crit stats into it.
critical_strike:innate_bonus). Without changing a single line of Critical Strike's code, melee, ranged (projectile owner checks), and batch crits all work naturally.| Mod | Status |
|---|---|
| Critical Strike | ✅ Primary target (crit resolver, the one true god) |
| Apotheosis 8.9+ / Apothic Attributes 2.10+ | ✅ Default bridge + anti-double-crit |
| Other crit mods | 🔧 Add their crit stats to the config and they can be bridged. Don't be shy. |
In-game: Mods screen > Unified Algorithm > Config, or edit config/unified_algorithm-common.toml directly.
| Option | Default | Description |
|---|---|---|
bridgeEnabled |
true |
Whether to enable crit bridging* |
bridgeAttributes |
The two Apotheosis entries | Bridge attribute list, format; the portion of attribute values above default is added as a decimal to CS's innate crit chance / damage multiplier. Entries for mods that aren't installed are skipped automatically |
suppressExternalPlayerCrits |
true |
While Critical Strike is present, suppresses other mods' built-in crit rolls for player attacks (mobs are unaffected; if they should crit, they still crit) |
Extension example: to bridge another crit mod, just add a line to bridgeAttributes, e.g.:
[[bridgeAttributes]]
"some_mod:crit_chance;chance"
| Dependency | Version | Required |
|---|---|---|
| Minecraft | 1.21.1 | ✅ |
| NeoForge | 21.1.252+ | ✅ |
| Critical Strike | 1.0.4+ | Recommended (this mod sleeps if not installed) |
| Apotheosis | 8.9.0+ | Optional |
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