The best i could find is the method:
EntityDamageEvent handleLivingEntityDamageEvent(Entity damagee, DamageSource source, double rawDamage, double hardHatModifier, double blockingModifier, double armorModifier, double resistanceModifier, double magicModifier, double absorptionModifier, Function<Double, Double> hardHat, Function<Double, Double> blocking, Function<Double, Double> armor, Function<Double, Double> resistance, Function<Double, Double> magic, Function<Double, Double> absorption)
In CraftEventFactory. But you would have to copy/paste a ton of stuff from LivingEntity#hurt(DamageSource source, float amount) in order to call this event.
I mean if you want to take one or two days then you could probably skim this method and recalculate the damage that would have been dealt. But this is only true
for this exact version then.