over 3 years ago - /u/jeb_ - Direct link

Here's combat test snapshot version 8b!

Mostly balance changes this time, I think we're getting somewhere.

Features that have made a return:

  • Returned eating interruption for getting hit (by players or mobs), also applies to drinking
  • Returned bow fatigue for holding the bow pulled, but it doesn't start until 3 seconds. Bow fatigue will also cancel out "critical arrows"

Balance changes:

  • Weapon enchantments are now included in the base damage when calculating crits and potion effects
  • Strength I/II now adds +20%/+40% (was +3/+6 damage)
  • Instantenous effects on tipped arrows are now scaled by 1/8, just like the duration of other effects
  • Healing potions now heal 6 points per level (was 4)
  • Cleaving now adds +2/+3/+4 points of damage (was +1/+2/+3)
  • Liquid food (stews, honey, milk) can now be consumed faster (20 ticks, was 32 or 40 ticks)
  • Potions can now be drunk faster (20 ticks, was 32 ticks)

Bug fixes:

  • Fixed shield protection arcs... again!
  • Improved server-side attack range calculations, should hopefully mean fewer "false misses" but still needs more work

And as always, thank you all for your comments and feedback.

Also, here is an Excel sheet I've been using to check damage values. It should be compatible with most other spreadsheet applications: https://launcher.mojang.com/experiments/combat/ed4ac6cf06a6828888f24b58416542dacf6e9960/Minecraft%20Damage%20Calculations%20%28v2%29.xlsx

Please playtest the snapshots and share videos!

Previous post here: https://www.reddit.com/r/Minecraft/comments/i9kdfh/combat_test_snapshot_version_7c/

Installation instructions:

Finding the Minecraft application folder:

  • Windows: Press Win+R and type %appdata%.minecraft and press Ok
  • Mac OS X: In Finder, in the Go menu, select "Go to Folder" and enter ~/Library/Application Support/minecraft
  • Linux: ~/.minecraft or /home//.minecraft/

Once you have the launcher set up you can download the server files from there as well.

FEEDBACK SITE

In addition to replying here on reddit, you can head over to the feedback site to discuss specific topics here: https://aka.ms/JavaCombatSnap

Cheers!

Update: Version 8c

Updated file: https://launcher.mojang.com/experiments/combat/ea08f7eb1f96cdc82464e27c0f95d23965083cfb/1_16_combat-6.zip

This is a smaller tweak to allow for some additional shield testing. This is not the final test, but I will take a pause with updates for a while now, unless something dramatic happens.

Changes:

  • Fixed knockback calculations for shields
  • Disabled crouch-shielding while jumping
  • Shields with banners are now much stronger than normal shields (10 absorption instead of 5, and better knockback resistance). This is not the intended design, just the quickest way of testing different kinds of shields without adding new items.
External link →
over 3 years ago - /u/jeb_ - Direct link

Here's combat test snapshot version 8b!

Mostly balance changes this time, I think we're getting somewhere.

Features that have made a return:

  • Returned eating interruption for getting hit (by players or mobs), also applies to drinking
  • Returned bow fatigue for holding the bow pulled, but it doesn't start until 3 seconds. Bow fatigue will also cancel out "critical arrows"

Balance changes:

  • Weapon enchantments are now included in the base damage when calculating crits and potion effects
  • Strength I/II now adds +20%/+40% (was +3/+6 damage)
  • Instantenous effects on tipped arrows are now scaled by 1/8, just like the duration of other effects
  • Healing potions now heal 6 points per level (was 4)
  • Cleaving now adds +2/+3/+4 points of damage (was +1/+2/+3)
  • Liquid food (stews, honey, milk) can now be consumed faster (20 ticks, was 32 or 40 ticks)
  • Potions can now be drunk faster (20 ticks, was 32 ticks)

Bug fixes:

  • Fixed shield protection arcs... again!
  • Improved server-side attack range calculations, should hopefully mean fewer "false misses" but still needs more work

And as always, thank you all for your comments and feedback.

Also, here is an Excel sheet I've been using to check damage values. It should be compatible with most other spreadsheet applications: https://launcher.mojang.com/experiments/combat/ed4ac6cf06a6828888f24b58416542dacf6e9960/Minecraft%20Damage%20Calculations%20%28v2%29.xlsx

Please playtest the snapshots and share videos!

Previous post here: https://www.reddit.com/r/Minecraft/comments/i9kdfh/combat_test_snapshot_version_7c/

Installation instructions:

Finding the Minecraft application folder:

  • Windows: Press Win+R and type %appdata%.minecraft and press Ok
  • Mac OS X: In Finder, in the Go menu, select "Go to Folder" and enter ~/Library/Application Support/minecraft
  • Linux: ~/.minecraft or /home//.minecraft/

Once you have the launcher set up you can download the server files from there as well.

FEEDBACK SITE

In addition to replying here on reddit, you can head over to the feedback site to discuss specific topics here: https://aka.ms/JavaCombatSnap

Cheers!

Update: Version 8c

Updated file: https://launcher.mojang.com/experiments/combat/ea08f7eb1f96cdc82464e27c0f95d23965083cfb/1_16_combat-6.zip

This is a smaller tweak to allow for some additional shield testing. This is not the final test, but I will take a pause with updates for a while now, unless something dramatic happens.

Changes:

  • Fixed knockback calculations for shields
  • Disabled crouch-shielding while jumping
  • Shields with banners are now much stronger than normal shields (10 absorption instead of 5, and better knockback resistance). This is not the intended design, just the quickest way of testing different kinds of shields without adding new items.
External link →
over 3 years ago - /u/jeb_ - Direct link

Originally posted by mcupdatewanter

Here’s my feedback(not only on this snapshot):

• I think that shields should block a percentage of incoming melee damage when active instead of a value. This will slightly nerf shields in earlygame when you only fight mobs that hardly deal more than 5 damage but also makes them not obsolete against players or strong mobs. There could also be an enchant to increase this percentage.

• I love the cleaving buff, as it makes axes kind of viable as weapons again

• mobs should be changed to fit with the new combat and player’s power in PvE. They should be affected by their weapons’ attack reaches(not copy it entirely though) as well as other things so the player isn’t overpowered compared to mobs.

• Imo, hoes should be able to be enchanted with weapon enchantments (except cleaving of course), because it would add a fourth melee weapon(swords, axes, tridents, hoes) which would be fast and have a lot of range at the cost of dealing much less damage. Even more diversity in fighting would be great imo. Maybe even a mob that uses hoes as weapons in the future?

You are doing incredible job on those snapshots and I hope they will be successfull.

The shield works this way specifically to protect against early game mobs. Possibly it could be a base+percentage system for other damage.

Yes mobs needs buffing.

Yes, I think I'll allow weapon enchantments on hoes the same way it is for axes (i.e. via enchanted books in the anvil).

over 3 years ago - /u/jeb_ - Direct link

Originally posted by mrking_bob

Why does it need a nerf, impaling is garbage (Unless you're talking about bedrock edition impaling)

FYI Impaling in these snapshots work the same way as in Bedrock. This was a parity fix a few snapshots ago. TL;DR Impaling in rain is OP ;)