Mace Damage Calculator
This mace damage calculator shows how hard a smash attack hits. The mace hits harder the further you fall, so set the fall height and Density level to see the damage.
Smash attack
Fall height
| Blocks fallen | No Density | Your Density | Density V |
|---|
How to use it
- Drag the slider to the height you fall from.
- Pick the Density level.
- Compare the table: no Density, your level and Density V.
Good to know
- Wind Burst launches you back up after a smash, so you can chain smashes from the same height.
- Breach is better than Density against heavily armored players.
- The smash attack also knocks back mobs around the target.
Related: Best mace enchantments, Density vs Breach, and the enchantment calculator for the cheapest anvil order.
How the smash attack works
Hitting while falling more than 1.5 blocks is a smash attack. The mace's 6 attack damage counts as a critical hit, and you get bonus damage: 4 per block for the first 3 blocks, 2 per block for the next 5, then 1 per block. Density adds 0.5 per level for every block fallen. Fall damage is cancelled for the hit.
From 20 blocks, a plain mace deals 43 damage, and 93 with Density V. See the best mace enchantments.
How to read the calculator
- The slider sets how far you fall before the hit, in blocks. The result above the table updates as you drag.
- The table compares no Density, your chosen level and Density V at seven common heights.
- All numbers are raw damage before the target's armor, so armored players take less.
- Count the drop from the highest point you reach down to the target, not from the block you jumped off.
The formula, worked through
Take a 10-block fall with no Density. The first 3 blocks give 3 × 4 = 12, the next 5 give 5 × 2 = 10, and the last 2 give 2. That is a 24 bonus. The base 6 counts as a critical hit, so it becomes 9. In total the hit deals 33 damage.
Density V adds 0.5 × 5 = 2.5 per block fallen, so 25 more over 10 blocks. That brings the same hit to 58. Past 8 blocks, each extra block adds 1 damage without Density and 3.5 with Density V. So Density matters more the higher you fall.
| Blocks fallen | No Density | Density V | Density V on full netherite, Protection IV |
|---|---|---|---|
| 3 | 21 | 28.5 | 4.4 |
| 5 | 25 | 37.5 | 6.8 |
| 8 | 31 | 51 | 11.2 |
| 10 | 33 | 58 | 13.9 |
| 15 | 38 | 75.5 | 21.9 |
| 20 | 43 | 93 | 28.1 |
| 30 | 53 | 128 | 38.7 |
| 50 | 73 | 198 | 59.9 |
| 100 | 123 | 373 | 112.8 |
The last column runs the hit through the same maths as the armor calculator: full netherite armor and Protection IV on every piece.
How high to fall for a one-shot
A player has 20 health. With Density V, you need about 1.75 blocks to deal 20 damage to an unarmored target. Without Density it takes about 2.75 blocks.
Armor changes the picture. Against full netherite with Protection IV, Density V needs about 14 blocks to deal 20 after armor. Without Density the same target needs about 49 blocks. The gap is so large because past 8 blocks a plain mace gains only 1 damage per block. Big smashes push armor down to its floor of a fifth of its points, which is why height wins in the end.
These numbers ignore absorption hearts, Resistance and totems, so treat them as a minimum. Real fights also have Wind Burst, shields and missed hits.
Choosing the mace enchantments
- Density adds damage per block fallen, so it suits high drops and wind charge combos.
- Breach weakens the target's armor instead. It excludes Density, so pick one: see Density and Breach on a mace.
- Smite and Bane of Arthropods also exclude Density. A mace cannot take Sharpness at all.
- Wind Burst only comes from ominous vaults (trial chambers). It throws you back up after a smash, so you can chain hits.
- Mending and Unbreaking keep the mace alive. Its durability is only 500.
The mace enchant order shows the cheapest way to combine the books.
Common mistakes
- Falling 1.5 blocks or less. That gives a normal hit with no smash bonus at all.
- Missing the target. The smash only cancels fall damage when it lands, so a miss from 30 blocks hurts you instead.
- Judging the mace on the ground. With 0.6 attacks per second it is slow, so swap to a sword between smashes.
- Taking Breach for mob fights. Most mobs wear little or no armor, so Density adds far more damage against them.
- Forgetting durability on long sessions. Each smash still wears the mace, so keep Mending on it and collect XP between fights.
Questions
How much damage does a mace do from 100 blocks?
373 with Density V, 123 without.
Does Breach add damage?
Not directly: it makes the target's armor less effective, which matters most against armored players.
Does the mace stop fall damage?
Yes, but only when the smash lands. If you miss, you take normal fall damage for the whole drop.
Can you put Sharpness on a mace?
No. A mace can take Density, Breach, Smite or Bane of Arthropods, but only one of them, and never Sharpness.
What is the best enchantment for a mace?
For most players Density, together with Wind Burst, Unbreaking and Mending. Breach is the pick only against heavily armored players.
Does Density work on a normal hit?
No. Density only adds damage per block fallen, so a hit from the ground deals the same as a plain mace.
How do you get a mace?
Craft it from a heavy core and a breeze rod. The heavy core comes from ominous vaults in trial chambers.
How much damage does a mace do from 10 blocks?
33 damage without Density and 58 with Density V, before armor.