Minecraft:Combat: Difference between revisions
From SAS Gaming Wiki
More actions
Sync: updated from Minecraft |
Sync: updated from Minecraft |
||
| (4 intermediate revisions by the same user not shown) | |||
| Line 30: | Line 30: | ||
|Spear jab attacks have a version of the attack cooldown where attacking is not possible until reaching 100% charge. | |Spear jab attacks have a version of the attack cooldown where attacking is not possible until reaching 100% charge. | ||
|Spear jab attacks have a [[Minecraft:use cooldown]] instead of an attack cooldown, mimicking the forced cooldown behavior. | |Spear jab attacks have a [[Minecraft:use cooldown]] instead of an attack cooldown, mimicking the forced cooldown behavior. | ||
|- | |||
! colspan=2 |Offhand functionality | |||
|- | |||
! ''Java Edition'' !! ''Bedrock Edition'' | |||
|- | |||
|Any block or item can be placed in the offhand. This allows things with right click functions to be used while in the offhand, such as [[Minecraft:block]]s, [[Minecraft:food]], [[Minecraft:shield]]s, [[Minecraft:bow]]s, [[Minecraft:trident]]s, [[Minecraft:crossbow]]s, or [[Minecraft:spears]].||Offhand functionality is limited only to shields, arrows, firework rockets<ref group="note">For the purpose of loading them into a crossbow.</ref>, totems of undying, maps, and nautilus shells.<ref group="note">For the purpose of being held by drowned</ref> | |||
|- | |- | ||
! colspan=2 |Saturation boost | ! colspan=2 |Saturation boost | ||
| Line 65: | Line 71: | ||
|The Sweeping Edge enchantment does not exist. | |The Sweeping Edge enchantment does not exist. | ||
|- | |- | ||
! colspan=2 |Shield | ! colspan=2 |Shield functionality | ||
|- | |- | ||
! ''Java Edition'' !! ''Bedrock Edition'' | ! ''Java Edition'' !! ''Bedrock Edition'' | ||
| Line 74: | Line 80: | ||
|Shields do not deal knockback to attackers. | |Shields do not deal knockback to attackers. | ||
|Shields deal knockback to attackers, even if the attack was from an axe which stunned the shield. | |Shields deal knockback to attackers, even if the attack was from an axe which stunned the shield. | ||
|- | |||
|Shields can be activated at any time, even if an attack was just performed. | |||
|Shields cannot be activated if an attack was recently performed.{{checkthecode|For how many ticks?}} | |||
|- | |||
|Shields are not lowered if the user attacks while shielding. | |||
|Shields are lowered if the user attacks while shielding. | |||
|- | |- | ||
! colspan=2 |Crossbow behavior | ! colspan=2 |Crossbow behavior | ||
| Line 85: | Line 97: | ||
|Firework rockets do not explode on impact with blocks or entities, instead sliding across the ground.<ref>{{bug|MCPE-52675||Fireworks do not explode on impact with entity and blocks|Unresolved}}</ref> | |Firework rockets do not explode on impact with blocks or entities, instead sliding across the ground.<ref>{{bug|MCPE-52675||Fireworks do not explode on impact with entity and blocks|Unresolved}}</ref> | ||
|- | |- | ||
|Continuing to hold {{Control|use}} after firing a crossbow causes it to begin recharging again | |Continuing to hold {{Control|use}} after firing a crossbow causes it to begin recharging again. | ||
|Continuing to hold {{Control|use}} after firing a crossbow does not cause it to begin recharging, as the input must be released and then inputed again. | |Continuing to hold {{Control|use}} after firing a crossbow does not cause it to begin recharging, as the input must be released and then inputed again.<ref>{{bug|MCPE-25778||Input is unresponsive when held after changing states|Won't Fix}}</ref> | ||
|- | |||
|Crossbows do not have a firing delay after becoming fully charged, and do not have a recharging delay after firing. | |||
|Crossbows have a several tick delay after becominng fully charged where they cannot be fired, and a similar delay after firing where they cannot be recharged again, effectively giving them a lower fire rate than ''Java Edition''.<ref>{{bug|MCPE-239075||There is a delay between charging and firing crossbows|Unresolved}}</ref> | |||
|- | |- | ||
! colspan=2 |Sharpness damage | ! colspan=2 |Sharpness damage | ||
| Line 114: | Line 129: | ||
|- | |- | ||
|Projectiles are launched the same tick that they are fired. | |Projectiles are launched the same tick that they are fired. | ||
|Projectiles are launched several ticks after they are fired, causing a desync.<ref>{{bug|MCPE- | |Projectiles are launched several ticks after they are fired, causing a desync.<ref>{{bug|MCPE-174685||Projectiles lag behind the player's current looking direction|Unresolved}}</ref> | ||
|- | |- | ||
! colspan=2 |Durability | ! colspan=2 |Durability | ||
| Line 134: | Line 149: | ||
|- | |- | ||
|A charge attack can be initiated instantly after doing a jab attack. | |A charge attack can be initiated instantly after doing a jab attack. | ||
|There is a several tick delay after doing a jab attack where a charge attack cannot be initiated.<ref>{{bug|MCPE- | |There is a several tick delay after doing a jab attack where a charge attack cannot be initiated.<ref>{{bug|MCPE-233837||Spear's Charge Attack After Using Lunge Is Too Delayed Compared to Java|Unresolved}}</ref> | ||
|- | |- | ||
|Charge attacks do not display critical hit particles when connecting. | |Charge attacks do not display critical hit particles when connecting. | ||
| Line 148: | Line 163: | ||
|Doing a sprint-knockback attack plays a unique sound. | |Doing a sprint-knockback attack plays a unique sound. | ||
|Doing a sprint-knockback attack does not play a unique sound. | |Doing a sprint-knockback attack does not play a unique sound. | ||
|- | |||
! colspan=2 |Smite and Bane of Arthropods damage | |||
|- | |||
! ''Java Edition'' !! ''Bedrock Edition'' | |||
|- | |||
|The {{hp|2.5}} damage per level of Smite and Bane of Arthropods is not rounded down. | |||
|The {{hp|2.5}} damage per level of Smite and Bane of Arthropods is rounded down, making level I, III, and V weaker than ''Java Edition''. | |||
|- | |||
! colspan=2 |Snowballs and eggs against players | |||
|- | |||
! ''Java Edition'' !! ''Bedrock Edition'' | |||
|- | |||
|[[Minecraft:Snowball]]s and [[Minecraft:egg]]s do not affect players, dealing no knockback.<ref>{{bug|MC-3179||Snowballs, Enderpearls and Eggs do not knockback players in multiplayer|Works As Intended}}</ref> | |||
|Snowballs and eggs affect players, dealing knockback. | |||
|- | |||
! colspan=2 |Spear hit registration | |||
|- | |||
! ''Java Edition'' !! ''Bedrock Edition'' | |||
|- | |||
|Spear hit registration requires significant distance between the user and the target, especially when using charge attacks at lower movement speeds.<ref>{{bug|MC-308274||Spear charge attacks are much less lenient than Bedrock Edition|Unresolved}}</ref> | |||
|Spear hit registration is much more lenient, allowing for repeated charge attack connections despite minimal distance and low movement speed. | |||
|} | |} | ||
| Line 508: | Line 544: | ||
|Armor damage reduction calculations have been adjusted a second time, with the maximum damage reduction returning back to 80%, and the damage reduction can no longer decrease below 25% due to the strength of an incoming attack.}} | |Armor damage reduction calculations have been adjusted a second time, with the maximum damage reduction returning back to 80%, and the damage reduction can no longer decrease below 25% due to the strength of an incoming attack.}} | ||
|{{HistoryLine|||dev=16w05b|The attack cooldown damage reduction formula has been adjusted a second time, with reduction now being a quadratic 20%–100%, bringing it to its modern functionality. | |{{HistoryLine|||dev=16w05b|The attack cooldown damage reduction formula has been adjusted a second time, with reduction now being a quadratic 20%–100%, bringing it to its modern functionality. | ||
|Armor calculations have been adjusted a third time, with the damage reduction no longer falling off below 20% of its maximum, bringing | |Armor calculations have been adjusted a third time, with the damage reduction no longer falling off below 20% of its maximum.}} | ||
|{{HistoryLine||1.9.1|dev=pre1|Armor damage calculations have been adjusted a fourth time, with the introduction of [[Minecraft:armor toughness]] that is exclusive to diamond armor, bringing armor damage calculation to its modern functionality.|[[Minecraft:Shield]]s no longer take durability damage when blocking attacks that deal {{hp|2}} or less.}} | |||
|{{HistoryLine||1.11|dev=16w35a|Shields have been rebalanced.|Shields now block 100% of [[Minecraft:damage]]/[[Minecraft:Knockback (mechanic)|knockback]]/debuffs dealt in melee combat. | |{{HistoryLine||1.11|dev=16w35a|Shields have been rebalanced.|Shields now block 100% of [[Minecraft:damage]]/[[Minecraft:Knockback (mechanic)|knockback]]/debuffs dealt in melee combat. | ||
|Shields are now always disabled 100% of the time when blocking an attack from an axe-wielding mob or player. | |Shields are now always disabled 100% of the time when blocking an attack from an axe-wielding mob or player. | ||
Latest revision as of 11:03, 30 May 2026
|
For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Combat represents the act of fighting Minecraft:mobs and other Minecraft:players.
Mechanics
Combat system
The combat system is different between Template:JE and Template:BE, and is one of the biggest differences between the two editions.
Differences between Java and Bedrock
| Attack cooldown | |
|---|---|
| Java Edition | Bedrock Edition |
| The Minecraft:attack cooldown exists, where attacking before the meter is full results in less damage, and attacking before 84.8% prevents Minecraft:critical hits and Minecraft:sprint-knockback attacks. Switching items also causes the attack cooldown to trigger. | The attack cooldown does not exist. |
| Weapons have differing attack speeds which affect how long their attack cooldowns are, with axes having higher attack damages than swords but with lower attack speeds. | Axes have lower attack damages than swords due to the absence of the attack cooldown. |
| Spear jab attacks have a version of the attack cooldown where attacking is not possible until reaching 100% charge. | Spear jab attacks have a Minecraft:use cooldown instead of an attack cooldown, mimicking the forced cooldown behavior. |
| Offhand functionality | |
| Java Edition | Bedrock Edition |
| Any block or item can be placed in the offhand. This allows things with right click functions to be used while in the offhand, such as Minecraft:blocks, Minecraft:food, Minecraft:shields, Minecraft:bows, Minecraft:tridents, Minecraft:crossbows, or Minecraft:spears. | Offhand functionality is limited only to shields, arrows, firework rockets<ref group="note">For the purpose of loading them into a crossbow.</ref>, totems of undying, maps, and nautilus shells.<ref group="note">For the purpose of being held by drowned</ref> |
| Saturation boost | |
| Java Edition | Bedrock Edition |
| Minecraft:Saturation boost exists, which heals Template:Hp by consuming Template:Hunger saturation when at full hunger, and activates every 0.5 seconds (10 ticks). | Saturation boost does not exist, which drastically slows the rate of health regeneration and makes Minecraft:saturation only relevant for lessening the frequency of needing to eat. |
| Critical hits and sprint-knockback attacks | |
| Java Edition | Bedrock Edition |
| Minecraft:Critical hits and Minecraft:sprint-knockback attacks cannot be performed simultaniously, as the sprint-knockback attack takes priority. | Critical hits and sprint-knockback attacks can be performed simultaniously. |
| Airborne vertical knockback | |
| Java Edition | Bedrock Edition |
| Entities that are already in the air do not take additional vertical knockback when attacked. | Entities that are already in the air are knocked further into the air when attacked. |
| Item attack damage values | |
| Java Edition | Bedrock Edition |
| The attack damage of weapons and tools displayed in the tooltip is their actual value. | The barehand damage of Template:Hp is added to the damage of the weapon used, causing all weapons and tools aside from Minecraft:tridents and Minecraft:maces to deal Template:Hp more damage than in Java Edition.<ref group="note">Tridents and maces are an exception because their base damage is 1 lower than in Java Edition, which causes the added 1 base damage to make their total equal to JavaTemplate:'s.</ref> |
| Sweep attack | |
| Java Edition | Bedrock Edition |
| Minecraft:Sweep attacks exist, where if a sword-wielding player is grounded, is not performing a Minecraft:sprint-knockback attack, and has an attack cooldown charge of 84.8% or greater, they perform a sweep. Sweep attacks hit surrounding entities for Template:Hp and knock them back. | Sweep attacks do not exist. |
| The Minecraft:Sweeping Edge enchantment increases sweep attack damage to surrounding mobs from Template:Hp to 50% of the base damage at level 1, 67% at level 2, and 75% at level 3. | The Sweeping Edge enchantment does not exist. |
| Shield functionality | |
| Java Edition | Bedrock Edition |
| Minecraft:Shields are activated using right click, preventing their use if the player is holding an item in the mainhand that has right click functionality, such as a Minecraft:spear, Minecraft:trident, Minecraft:bow, Minecraft:crossbow, or Minecraft:food. | Shields are activated by Minecraft:sneaking, allowing for them to be used even while holding an item in the mainhand that has right click functionality. |
| Shields do not deal knockback to attackers. | Shields deal knockback to attackers, even if the attack was from an axe which stunned the shield. |
| Shields can be activated at any time, even if an attack was just performed. | Shields cannot be activated if an attack was recently performed.Template:Checkthecode |
| Shields are not lowered if the user attacks while shielding. | Shields are lowered if the user attacks while shielding. |
| Crossbow behavior | |
| Java Edition | Bedrock Edition |
| Crossbows do random damage between Template:Hp and Template:Hp. | Crossbows always do a consistent Template:Hp. |
| Minecraft:Firework rockets explode on impact with blocks and entities. | Firework rockets do not explode on impact with blocks or entities, instead sliding across the ground.<ref>Template:Bug</ref> |
| Continuing to hold Template:Control after firing a crossbow causes it to begin recharging again. | Continuing to hold Template:Control after firing a crossbow does not cause it to begin recharging, as the input must be released and then inputed again.<ref>Template:Bug</ref> |
| Crossbows do not have a firing delay after becoming fully charged, and do not have a recharging delay after firing. | Crossbows have a several tick delay after becominng fully charged where they cannot be fired, and a similar delay after firing where they cannot be recharged again, effectively giving them a lower fire rate than Java Edition.<ref>Template:Bug</ref> |
| Sharpness damage | |
| Java Edition | Bedrock Edition |
| Minecraft:Sharpness increases damage by Template:Hp for the first level and by Template:Hp for each subsequent level. | Sharpness adds Template:Hp damage per level rounded down, giving it increased effectiveness compared to Java Edition. This narrows the damage increase gap between Sharpness and its counterparts Smite and Bane of Arthropods, making the latter two less valuable in Bedrock Edition. |
| Impaling activation | |
| Java Edition | Bedrock Edition |
| Minecraft:Impaling applies its damage increase against Minecraft:aquatic mobs. | Impaling applies its damage increase against Minecraft:mobs and Minecraft:players in contact with Minecraft:water or Minecraft:rain. |
| Damage enchantments with critical hits | |
| Java Edition | Bedrock Edition |
| Sharpness, Minecraft:Smite, Minecraft:Bane of Arthropods, and Minecraft:Impaling have their damage added after Minecraft:critical hits and Minecraft:Strength. | Sharpness, Smite, Bane of Arthropods, and Impaling have their damage added before critical hits and Strength, giving them increased effectiveness compared to Java Edition when doing critical hits. |
| Projectile behavior | |
| Java Edition | Bedrock Edition |
| The movement of the player influences the flight of fired projectiles. Sprinting forward when firing an arrow from a Minecraft:bow or Minecraft:crossbow, or when throwing a throwable item like an Minecraft:ender pearl, causes it to fly further. Similarly, firing while falling causes projectiles to fly downwards more, and firing them while ascending gives them a further distance increase. | Fired projectiles are unaffected by player movement. |
| Projectiles are launched the same tick that they are fired. | Projectiles are launched several ticks after they are fired, causing a desync.<ref>Template:Bug</ref> |
| Durability | |
| Java Edition | Bedrock Edition |
| All items have the durability they are programmed with. | All items have 1 more durability than they are programmed with.<ref>Template:Bug</ref> |
| Attacking invulnerable entities does not cause durability damage. | Attacking invulnerable entities causes durability damage, causing high CPS to break items fast.<ref>Template:Bug</ref> |
| Spear behavior | |
| Java Edition | Bedrock Edition |
| Switching to a Minecraft:spear causes the attack cooldown to trigger, preventing the spear's jab attack from being used until the cooldown is complete due to the spear's forced attack cooldown. | Switching to a spear does not cause the use cooldown to trigger, allowing for a jab attack to be executed immediately upon switching to a spear. |
| A charge attack can be initiated instantly after doing a jab attack. | There is a several tick delay after doing a jab attack where a charge attack cannot be initiated.<ref>Template:Bug</ref> |
| Charge attacks do not display critical hit particles when connecting. | Charge attacks display critical hit particles when connecting, despite not actually being critical hits. |
| Melee attack sounds | |
| Java Edition | Bedrock Edition |
| Doing a normal attack with sufficient attack cooldown (above 84.8%) plays the strong attack sound, and doing a normal attack without sufficient attack cooldown (below 84.8%) plays the weak attack sound. Missing a normal attack (attacking the air) plays no sound. | Connecting a normal attack plays the strong attack sound, and missing a normal attack (attacking the air) plays the weak attack sound.<ref>Template:Bug</ref> |
| Doing a sprint-knockback attack plays a unique sound. | Doing a sprint-knockback attack does not play a unique sound. |
| Smite and Bane of Arthropods damage | |
| Java Edition | Bedrock Edition |
| The Template:Hp damage per level of Smite and Bane of Arthropods is not rounded down. | The Template:Hp damage per level of Smite and Bane of Arthropods is rounded down, making level I, III, and V weaker than Java Edition. |
| Snowballs and eggs against players | |
| Java Edition | Bedrock Edition |
| Minecraft:Snowballs and Minecraft:eggs do not affect players, dealing no knockback.<ref>Template:Bug</ref> | Snowballs and eggs affect players, dealing knockback. |
| Spear hit registration | |
| Java Edition | Bedrock Edition |
| Spear hit registration requires significant distance between the user and the target, especially when using charge attacks at lower movement speeds.<ref>Template:Bug</ref> | Spear hit registration is much more lenient, allowing for repeated charge attack connections despite minimal distance and low movement speed. |