| Damage scaling | Damage is scaled for players when it comes from a mob, and always for explosions, bed and Respawn Anchor explosions and the Warden's sonic boom. Easy: the smaller of damage and damage / 2 + 1. Normal: unchanged. Hard: damage x 1.5. Peaceful: 0. |
| Regional difficulty | Regional difficulty = difficulty number x (0.75 + time part + local part). Difficulty number: Easy 1, Normal 2, Hard 3. Peaceful is always 0. |
| Time part | (world time in ticks - 72,000) / 1,440,000, limited to 0 to 1, times 0.25. It starts after 1 hour of play (3 game days) and is full after 21 hours (63 game days). |
| Local part | Time players have spent in the chunk / 3,600,000 ticks (50 hours), limited to 0 to 1, times 1.0 on Hard or 0.75 otherwise. Added to that: moon brightness x 0.25, but never more than the time part. On Easy the whole local part is halved. |
| Moon brightness | Full moon 1.0, then 0.75, 0.5, 0.25, new moon 0, and back up through 0.25, 0.5 and 0.75. |
| Range | Easy 0.75 to 1.5. Normal 1.5 to 4.0. Hard 2.25 to 6.75. |
| Clamped regional difficulty | 0 below 2, 1 above 4, and (regional difficulty - 2) / 2 in between. On Easy it is always 0. |
| What regional difficulty controls | Chances are multiplied by the clamped value: mob spawns with armor 15%, armor enchanted 50% per piece, weapon enchanted 25%, Zombie or Skeleton can pick up items 55%, Zombie can break doors 10%, Zombie is a leader with more health 5%, Spider spawns with an effect 10% (Hard only). |
| Uses of the full value | Pillager patrol size is regional difficulty rounded up, plus 1. A burning Zombie sets its target on fire with a chance of 30% x regional difficulty for 2 seconds x the whole number part. Husk Hunger lasts 7 seconds x the whole number part. A lightning strike is a Skeleton Horse trap with a chance of 1% x regional difficulty. Phantoms only spawn when regional difficulty is above a random number from 0 to 3. |
| Hardcore | Hardcore worlds are always Hard and the difficulty cannot be changed. |
| Raid extras | On top of the wave table, each wave adds 0 to 1 extra Pillagers and Vindicators on Easy and Normal and 0 to 2 on Hard. From Normal on, waves 3, 5, 6 and 7 can add 1 Witch. A raid started with Raid Omen level 2 or higher has one more wave after the last. |
| Peaceful mobs | On Peaceful, hostile mobs do not spawn and existing ones are removed. Piglins, Shulkers and the Ender Dragon are not removed, but do not attack players. |
| Explosions and lightning | Explosion size does not change with difficulty; only the damage to players is scaled. Lightning damage is not scaled. |