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Combat

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👁 Image
This article is about the game mechanic. For combat against other players, see PvP. For other uses, see Combat (disambiguation).
This article is a work in progress.
 
Please help expand and improve it. The talk page may contain suggestions.
👁 Image
Steve and Alex engaging in combat.

Combat represents the act of fighting mobs and other players.

Mechanics

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Combat system

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The combat system is different between Java Edition and Bedrock Edition, and is one of the biggest differences between the two editions.

Differences between Java and Bedrock

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The attack cooldown triggering from attacking in Java Edition.
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Saturation boost triggering from reaching full hunger in Java Edition.
Attack cooldown
Java Edition Bedrock Edition
The attack cooldown exists, where attacking before the meter is full results in less damage, and attacking before 84.8% prevents critical hits and 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 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 blocks, food, shields, bows, tridents, crossbows, or spears. Offhand functionality is limited only to shields, arrows, firework rockets[note 1], totems of undying, maps, and nautilus shells.[note 2]
Saturation boost
Java Edition Bedrock Edition
Saturation boost exists, which heals 1HP👁 💔
by consuming 1.5 (👁 🍖
)
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 saturation only relevant for lessening the frequency of needing to eat.
Critical hits and sprint-knockback attacks
Java Edition Bedrock Edition
Critical hits and 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 1HP👁 💔
is added to the damage of the weapon used, causing all weapons and tools aside from tridents and maces to deal 1HP👁 💔
more damage than in Java Edition.[note 3]
Sweep attack
Java Edition Bedrock Edition
Sweep attacks exist, where if a sword-wielding player is grounded, is not performing a sprint-knockback attack, and has an attack cooldown charge of 84.8% or greater, they perform a sweep. Sweep attacks hit surrounding entities for 1HP👁 💔
and knock them back.
Sweep attacks do not exist.
The Sweeping Edge enchantment increases sweep attack damage to surrounding mobs from 1HP👁 💔
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
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 spear, trident, bow, crossbow, or food. Shields are activated by 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.[check the code]
Shields are not lowered if the user attacks while shielding. Shields are lowered if the user attacks while shielding.
When a player's shield is disabled, that player becomes immune to knockback for 10 ticks, due to the invulnerability timer triggering despite no damage being taken.[1] When a player's shield is disabled, that player does not become immune to knockback for 10 ticks, as the invulnerability timer does not trigger.
Crossbow behavior
Java Edition Bedrock Edition
Crossbows do random damage between 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
and 11HP👁 ❤️
× 5.5
.
Crossbows always do a consistent 9HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
.
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.[2]
Continuing to hold use after firing a crossbow causes it to begin recharging again. Continuing to hold use after firing a crossbow does not cause it to begin recharging, as the input must be released and then inputed again.[3]
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.[4]
Sharpness damage
Java Edition Bedrock Edition
Sharpness increases damage by 1HP👁 💔
for the first level and by 0.5HP👁 ❤️
× 0.25
for each subsequent level.
Sharpness adds 1.25HP👁 ❤️
× 0.625
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
Impaling applies its damage increase against aquatic mobs. Impaling applies its damage increase against mobs and players in contact with water or rain.
Damage enchantments with critical hits
Java Edition Bedrock Edition
Sharpness, Smite, Bane of Arthropods, and Impaling have their damage added after critical hits and 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 bow or crossbow, or when throwing a throwable item like an 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.[5]
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.[6]
Attacking invulnerable entities does not cause durability damage. Attacking invulnerable entities causes durability damage, causing high CPS to break items fast.[7]
Spear behavior
Java Edition Bedrock Edition
Switching to a 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.[8]
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.[9]
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 2.5HP👁 ❤️
× 1.25
damage per level of Smite and Bane of Arthropods is not rounded down.
The 2.5HP👁 ❤️
× 1.25
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
Snowballs and eggs do not affect players, dealing no knockback.[10] 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.[11] Spear hit registration is much more lenient, allowing for repeated charge attack connections despite minimal distance and low movement speed.

History

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Java Edition

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Java Edition Classic
0.24_SURVIVAL_TESTAdded combat to singleplayer, introducing the damage and knockback mechanics.
0.30Missing an attack now triggers a 10 tick cooldown where attacking is not possible.
Java Edition Alpha
v1.2.3Combat now functions in multiplayer.
Java Edition Beta
July 26, 2011Notch first teased how sprint-knockback attacks would work.
1.6
Removed the 10 tick cooldown when missing an attack.
1.8Pre-releaseAdded the critical hit mechanic, which currently adds a random amount of damage using the formula and is calculated after enchantments are added.
Added the sprint-knockback attack mechanic.
Added the sword blocking mechanic.
Removed the ability to automatically attack on a cycle by holding the attack key.
Java Edition
1.0.0Beta 1.9 PrereleaseArmor has been nerfed, with it no longer protecting against all damage types.
Beta 1.9 Prerelease 4Enchantments have been introduced, several of which can be applied to combat-related equipment, including Aqua Affinity, Bane of Arthropods, Blast Protection, Feather Falling, Fire Aspect, Fire Protection, Knockback, Looting, Projectile Protection, Protection, Respiration, Sharpness, Smite, and Unbreaking.
RC1The player damage sound has been changed from a masculine oof to a crunching sound.
1.4.212w32aCertain mobs can now hold and wear equipment to use in combat.
The player damage sound has been changed from a crunching sound to a slap sound.
12w38aThe player damage sound has been changed once again from a crunching sound to the modern sound, made by C418.
?Melee attacks now fail if the attack damage does not exceed the target's last damage immunity threshold.
?Critical hits now add a flat 50% extra damage, replacing their previous damage formula, and they're now calculated before enchantments are added.[is this the correct version?]
Enchantments that increase melee damage have been changed from adding a random amount of damage to instead add flat damage. Sharpness now adds 1.25HP👁 ❤️
× 0.625
per level, while Smite and Bane of Arthropods now add 2.5HP👁 ❤️
× 1.25
per level.[is this the correct version?]
1.915w33cShields have been introduced.
Sword blocking has been removed.
15w34aThe combat system has been overhauled with the introduction of the attack cooldown mechanic.
Attack speeds have been introduced for weapons and tools, but attack damages have not yet been rebalanced. Attack speed for hoes and any other item is 4.
Item type Sword Axe Pickaxe Shovel
Damage Speed Damage Speed Damage Speed Damage Speed
Wood 5HP👁 ❤️
👁 ❤️
👁 💔
1.25 4HP👁 ❤️
👁 ❤️
0.8 3HP👁 ❤️
👁 💔
1.25 2HP👁 ❤️
1.25
Gold 5HP👁 ❤️
👁 ❤️
👁 💔
1.25 4HP👁 ❤️
👁 ❤️
0.8 3HP👁 ❤️
👁 💔
1.25 2HP👁 ❤️
1.25
Stone 6HP👁 ❤️
👁 ❤️
👁 ❤️
1.25 5HP👁 ❤️
👁 ❤️
👁 💔
0.8 4HP👁 ❤️
👁 ❤️
1.25 3HP👁 ❤️
👁 💔
1.25
Iron 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
1.25 6HP👁 ❤️
👁 ❤️
👁 ❤️
0.8 5HP👁 ❤️
👁 ❤️
👁 💔
1.25 4HP👁 ❤️
👁 ❤️
1.25
Diamond 8HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
1.25 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.8 6HP👁 ❤️
👁 ❤️
👁 ❤️
1.25 5HP👁 ❤️
👁 ❤️
👁 💔
1.25
15w34bThe damage reduction of armor is now reduced as its durability lowers.
Item attack speeds are now displayed as a tooltip.
Damage indicator heart particles have been introduced.
Weapon damage is no longer added on top of the barehand damage, however the attack damage of all tools and weapons have been increased by 1, keeping the effective values identical.
15w34cThe attack damage and attack speeds of weapons and tools have been rebalanced, with axes now being a viable weapon option, and hoes now scaling their damage based on tier.
Item type Sword Axe Pickaxe Shovel Hoe
Damage Speed Damage Speed Damage Speed Damage Speed Damage Speed
Wood 4HP👁 ❤️
👁 ❤️
1.45 8HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
0.85 2HP👁 ❤️
1.5 3.5HP👁 ❤️
× 1.75
1 1HP👁 💔
4
Gold 5HP👁 ❤️
👁 ❤️
👁 💔
1.45 8HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
0.85 2HP👁 ❤️
1.5 3.5HP👁 ❤️
× 1.75
1 1HP👁 💔
4
Stone 5HP👁 ❤️
👁 ❤️
👁 💔
1.45 9HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.85 3HP👁 ❤️
👁 💔
1.5 4.5HP👁 ❤️
× 2.25
1 1.33HP👁 ❤️
× 0.665
4
Iron 6HP👁 ❤️
👁 ❤️
👁 ❤️
1.45 10HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
0.85 4HP👁 ❤️
👁 ❤️
1.5 5.5HP👁 ❤️
× 2.75
1 1.67HP👁 ❤️
× 0.835
4
Diamond 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
1.45 11HP👁 ❤️
× 5.5
0.85 5HP👁 ❤️
👁 ❤️
👁 💔
1.5 6.5HP👁 ❤️
× 3.25
1 2HP👁 ❤️
4
Critical hits and sprint-knockback attacks now require an attack cooldown percentage of 84.8% or greater.
Sprint-knockback attacks can no longer be activated simultaniously with critical hits, and instead the sprint-knockback attack takes priority.
Added the sweep attack mechanic for swords, which currently only deals knockback and requires the player to be standing still or be sneaking.
Added the crushing blow mechanic for axes, which is currently affected by random chance, with its likelihood of activation increased by Efficiency level and whether or not the user is sprinting.
15w34cThe attack damage and attack speeds of weapons and tools have been rebalanced for a second time, with hoes now scaling their attack speed rather than their attack damage. This brings pickaxes, shovels, and hoes to their modern values.
Item type Sword Axe Pickaxe Shovel Hoe
Damage Speed Damage Speed Damage Speed Damage Speed Damage Speed
Wood 4HP👁 ❤️
👁 ❤️
1.45 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.9 2HP👁 ❤️
1.2 2.5HP👁 ❤️
× 1.25
1 1HP👁 💔
1
Gold 5HP👁 ❤️
👁 ❤️
👁 💔
1.45 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.9 2HP👁 ❤️
1.2 2.5HP👁 ❤️
× 1.25
1 1HP👁 💔
1
Stone 5HP👁 ❤️
👁 ❤️
👁 💔
1.45 8HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
0.9 3HP👁 ❤️
👁 💔
1.2 3.5HP👁 ❤️
× 1.75
1 1HP👁 💔
2
Iron 6HP👁 ❤️
👁 ❤️
👁 ❤️
1.45 9HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.9 4HP👁 ❤️
👁 ❤️
1.2 4.5HP👁 ❤️
× 2.25
1 1HP👁 💔
3
Diamond 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
1.45 10HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
0.9 5HP👁 ❤️
👁 ❤️
👁 💔
1.2 5.5HP👁 ❤️
× 2.75
1 1HP👁 💔
4
15w36aArmor damage reduction has been rebalanced, with higher incoming damage causing armor to protect less, replacing the previous linear formula. The maximum damage reduction has also been decreased from 80% to 66%.
Protection has been nerfed, with its 4% increase per level going from quadratic ((4 × level²)%) to linear ((4 × level)%).
Sharpness has been buffed, with it now adding 1HP👁 💔
to the base damage at level I and an additional 1.5HP👁 ❤️
× 0.75
for each additional level, up from a flat 1.25HP👁 ❤️
× 0.625
per level, using the formula Level + 0.5 * (Level - 1).
Fishing bobbers no longer inflict knockback when attaching to an entity.
15w36dArmor durability has returned to not affecting damage reduction.
Sharpness has been nerfed, with it now adding 1HP👁 💔
for the first level and 0.5HP👁 ❤️
× 0.25
for all subsequent levels, using the formula 1 + 0.5 * (Level - 1).
15w37aThe attack damage and attack speeds of weapons and tools have been rebalanced for a third time. This brings swords and axes to their modern values.
Item type Sword Axe Pickaxe Shovel Hoe
Damage Speed Damage Speed Damage Speed Damage Speed Damage Speed
Wood 4HP👁 ❤️
👁 ❤️
1.6 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.8 2HP👁 ❤️
1.2 2.5HP👁 ❤️
× 1.25
1 1HP👁 💔
1
Gold 5HP👁 ❤️
👁 ❤️
👁 💔
1.6 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
1 2HP👁 ❤️
1.2 2.5HP👁 ❤️
× 1.25
1 1HP👁 💔
1
Stone 5HP👁 ❤️
👁 ❤️
👁 💔
1.6 9HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.8 3HP👁 ❤️
👁 💔
1.2 3.5HP👁 ❤️
× 1.75
1 1HP👁 💔
2
Iron 6HP👁 ❤️
👁 ❤️
👁 ❤️
1.6 9HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
0.9 4HP👁 ❤️
👁 ❤️
1.2 4.5HP👁 ❤️
× 2.25
1 1HP👁 💔
3
Diamond 7HP👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
1.6 9HP👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 💔
1 5HP👁 ❤️
👁 ❤️
👁 💔
1.2 5.5HP👁 ❤️
× 2.75
1 1HP👁 💔
4
15w40aAdded saturation boost, where saturation is consumed to heal faster.
Regenerating health now increases exhaustion more.
15w44aSaturation boost now only takes effect when reaching full hunger (20 (👁 🍗
× 10)
).
15w41aSweep attacks no longer require the player to be standing still or be sneaking.
15w47aSprint knockback attacks now have a vertical knockback value of 0.5 instead of 0.1 (non living entites use the old value of 0.1).
15w47bAdded sounds when executing strong attacks, weak attacks, critical hits, and sprint-knockback attacks.
15w49aEntities that are airborne no longer take vertical knockback when attacked, now only taking horizontal knockback.
Sweep attacks now deal 1HP👁 💔
to entities, rather than 0HP👁 🖤
.
16w02aThe attack cooldown damage reduction formula has been adjusted, with reduction now being a linear 50%–100% rather than quadratic 0%–100%
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.
16w05bThe 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.
1.9.1pre1Armor damage calculations have been adjusted a fourth time, with the introduction of armor toughness that is exclusive to diamond armor, bringing armor damage calculation to its modern functionality.
Shields no longer take durability damage when blocking attacks that deal 2HP👁 ❤️
or less.
Missing attacks no longer triggers the attack cooldown (reverted in 1.9.1 pre2)
pre2Missing attacks once again triggers the attack cooldown.
It is now impossible to attack unless the weapon has reached at least 75% cooldown percentage (reverted in 1.9.1's full release).
1.1116w35aShields have been rebalanced.
Shields now block 100% of damage/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.
An attacker's Efficiency level on their axe, as well as whether or not they're sprinting, no longer impact shield disabling chance.
1.1620w06aThe knockback resistance attribute now decreases the knockback taken from attacks, in addition to its existing effect of giving a random chance to ignore all knockback.
1.18.222w03aThe knockback resistance attribute no longer gives a random chance to ignore all knockback.
1.20.223w33aChanged the way melee attack reach is calculated for non-player entities.

Bedrock Edition

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Issues

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Issues relating to "Combat" are maintained on the bug tracker. Issues should be reported and viewed there.

Gallery

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Notes

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  1. For the purpose of loading them into a crossbow.
  2. For the purpose of being held by drowned
  3. 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 Java's.

References

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  1. MC-268147 – Disabling/Breaking shield triggers invulnerability tick behavior, despite player not turning red – resolved as "Unresolved".
  2. MCPE-52675 – Fireworks do not explode on impact with entity and blocks – resolved as "Unresolved".
  3. MCPE-25778 – Input is unresponsive when held after changing states – resolved as "Won't Fix".
  4. MCPE-239075 – There is a delay between charging and firing crossbows – resolved as "Unresolved".
  5. MCPE-174685 – Projectiles lag behind the player's current looking direction – resolved as "Unresolved".
  6. MCPE-176713 – Durability is off by one – resolved as "Unresolved".
  7. MCPE-157150 – When hitting very fast, some hits won't deal damage to the entity but will still remove durability from your weapon – resolved as "Unresolved".
  8. MCPE-233837 – Spear's Charge Attack After Using Lunge Is Too Delayed Compared to Java – resolved as "Unresolved".
  9. MCPE-28266 – Attack sounds are heard when nothing is being hit (punching the air) – resolved as "Works As Intended".
  10. MC-3179 – Snowballs, Enderpearls and Eggs do not knockback players in multiplayer – resolved as "Works As Intended".
  11. MC-308274 – Spear charge attacks are much less lenient than Bedrock Edition – resolved as "Unresolved".

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