I'd like to apologize for the confusion regarding these. In 0.2.4 crits are still reducing damage. My initial solution should have been the float critDmg = 1 + (float) attacker.getAttributeValue(AdditionalEntityAttributes.CRITICAL_BONUS_DAMAGE);
Additionally, crits are now only calculated on server. This didn't make a practical difference in my testing, but I did noticed rand.nextFloat() could return different values. The calculation on the client seemed to just be ignored.
I'd like to apologize for the confusion regarding these. In 0.2.4 crits are still reducing damage. My initial solution should have been the
float critDmg = 1 + (float) attacker.getAttributeValue(AdditionalEntityAttributes.CRITICAL_BONUS_DAMAGE);
Additionally, crits are now only calculated on server. This didn't make a practical difference in my testing, but I did noticed
rand.nextFloat()
could return different values. The calculation on the client seemed to just be ignored.