So i know that minecraft health can be a bit weird, and I haven’t gotten enough into modding to know how it all exactly works. So I don’t know if this suggestion will work, but here it goes
So, when an enimies damages you, before taking damage, apply this formula to the damage you take:
new damage = (incoming damage/(dbc HP Stat+Minecraft MaxHP)) * Minecraft MaxHP
What this will do is scale the damage the player’s 20 minecraft hit points as if they had that amount of dbc HP. For example, if the player were to have 80 dbc hps, that would put them at 100 total. If the incoming attack is dealing 25 damage, this formula would scale it so they would take 5 damage instead (assuming the default max minecraft HP of 20). The idea is that if the player was normally taking 25 damage not including defenses, they would die in 4 hits. As such the scale before calculating defense would mean it would be a lot like taking 5 damage to a normal mc character.
This formula would only apply if any damage was hitting a player, since mobs hp isn’t locked to a set 20. I would recommend though putting a minimal cap of 1 damage on this (or 0.5 heart) unless the combat system can handle extremely low damage. For example if someone who punches a guy with 1000 hps hitting with 10 damage, they would deal 0.2 of a damage…which I don’t even know how minecraft handles that XD
Like I said, no idea if this would work, but it would allow you to scale health up as high as you want with the idea that enemies can deal as much damage as they want, and it won’t have that nasty one hit kill effect when someone has 2k hp is hit by a brave sword.