The mod arguably gets more web traffic than the actual game because the game itself is not so difficult while the mod completely upends and adds some more on top of having boss difficulty rebalances.
Okay. Quick comment on iFrames. Minecraft iFrames are weird. If you take more damage during the iFrame, then your old damage gets cancelled and ur new damage is how much damage u take. For example: If you take 5hp damage from an arrow. Then, you take 7hp damage from a fall. Minecraft will damage you by 7hp. However, if you take 5hp damage from an arrow. And 3hp damage from a fall. You will take 5hp damage.
so, it's basically a very temporary form of armour, rather than actual invincibility? That's really interesting, actually. I wonder if there's a map creator that takes advantage of that.
The way i-frames work in minectaft is that higher instances of damafe get reduced by smaller ones, so the total damage you are able to take within the i-frame window equals the highest instance of damage within it. So you can't negate large damage, such as fall, with small one, but it can explain why it appears to reduce fall damage in a couple of places.
Of course the incorrect answer get upvoted... While this is the basic concept behind minecraft i-frames, it does not explain what you claim it does. In reality, small damage appeared to reduce large damage because it actually did reduce large damage. The reason for this is that what counts as the "highest instance of damage" is calculated before most of damage reduction effects are applied, notably including armor reducing explosion damage and the instant health effect of healing arrows.
@@exersolver ..Yes, it does explain what I claim it does? The basic mechanism explains why the cactus doesn't work, and why it appears to reduce the damage "in a couple of places". It does not explain the situations in most of the video, and is not meant to. Kinda thick of you to say it is incorrect.
@@arcturuslight_ I don't think anyone was counting the number of blocks fallen and getting confused by an apparent 1/2 heart reduction in fall damage from a cactus. Similarly for the other places your original comment applies (dispenser arrow and damage potion).
I HATE it when youtubers think they did a clutch like the shift mlg even tho they obviously had spawn protection and you can still hear the falling on the ground sound and see the particles
did you know that most collages that requires calculus will accept you if you know how to calculate minecraft armour protection even if you dont know calculus
Another interesting phenomenon I found in Minecraft: (at least the wiki says) Creepers, Zombies and Skeletons all have 20 hp (10 hearts), however when hit with a 10 damage weapon (netherite axe) creepers and Skelys die in 2 hits (as they should) but zombies are left one punch away from death, as if they have 21 hp. This can be further seen when dropping them down 23 blocks. They should be 1 hit away from death, so Creeper and Skelly are, but Zombie is 2. This gets weirder when dropping them another block, dealing an extra 1 damage, which, despite these findings, kills the zombie as if it had 20 health. I don't know if there are other situations like this in Minecraft, but it's definitely odd.
5:35 during a damage tick all damage lower than what started it is ignored (before armor), if the new damage is higher, you take the difference between the two. Due to this, you can sometimes prevent a bigger health loss by taking more damage right before, on normal the explosion damage was higher than the fall damage and was reduced a lot by armor, on easy you didn't take as much explosion damage so some fall damage was still applied and since it bypasses armor, you lost more health. So 6:57 yes, fall damage can be blocked by damage ticks
I'd guess you can only take one instance of damage per tick, so in cases where you take multiple hits, it will take the highest base damage. This can then be exploited by having modifiers that significantly reduce that base damage
i-frames in minecraft can't fully negate any damage: If someone hits you with a fist and you take 1 damage, then someone hits you with a diamond swrod, which would normaly deal 7 damage, minecraft doesn't negete this 7 damage, instead it takes the difference 7 - 1 = 6 and deals extra 6 damage. (so in total 1 from fist + 6 from sword)
About the weirk quirk with the armor reducing fall damages after tnt. It's because of how works : doesn't remove damages, it just reduces by the damages that enabled the . So if you take 5 hearts of damages, and you take 5 hearts of less during the , you would take 0, but if you take for example 6 hearts, it would be reduced to 1 heart. And the reason why the armor reduced the damages with tnt then fall damages, is because the reduces the damages before armor, so if tnt should have dealt 10 hearts before armor, but the armor reduced it to 2 hearts, the would still reduce any damage by 10 hearts.
If you get punched for 1dmg and within that get hit with a netherite sword, at the end of that you will recieve the highest single source of damage-initial punch. So the game will give you the remaining 7dmg from the sword but not its kb.
From what I know, i frames in minecraft work by ignoring all but the strongest source of damage within in i frames. So if you took 10 damage, then took 1 damage, you’d still take 10 damage. But if you took 1 damage, you’d take one damage, then if you were hit with 10 damage you’d take 9 more damage as the 10 damage overwrote the 1 damage. That’s just my surface level understanding.
I remember watching marblr’s video on fall damage in overwatch and it mentioned 3 types of fall damage, Minecraft’s way of doing it isn’t that weird, it’s just that there are a lot of options
2:32 I still have a hard time grasping what King Crimson does, but I have a feeling erasing time will just cause you to suddenly appear dead on the floor
Re: I-frames When you take damage during I-frames, the damage is not completely negated. You take the subtraction of the last damage source from the first. So if you take 3 damage and, during I-frames, you take 6 damage, you would take 3 damage first, then another 3 damage from the 6 damage source, for a total of 6 damage (so the same as if you only took the 6 damage source). Effectively, only the highest damage source counts. In your example with TNT and fall damage, when you put on armor/switched to Easy difficulty, the TNT damage was less than the fall damage, which is why the fall damage appeared to be reduced but not completely negated: it was the largest damage source. If you're on Normal, the TNT deals more damage than the fall, so the fall damage is completely negated
Idk if you will read this, but there is a specific fall damage negation. A RARE one. So rare, that I could count with my fingers how many times it happened. Yet I can't remember exactly how many, because it happened so long ago. Basically the instance that this happened was, I was falling quite a lot, not exactly enough to kill me iirc, but enough to take out most of my HP for sure. I've seen this happening to other UA-camrs in rare occasions as well, once or twice. So this is what happens in general: You fall > Lots of blocks (not necessarely enough to kill you, but not too few) > there is an entity bellow you > You fall onto that entity > You get pushed by it > touch the ground without getting damaged.. at all iirc. HOWEVER, you see the particles of falling onto the surface of the block you fell into, meaning that the game still knows you fell for a nice amount of blocks.. iirc.
The reason why it doesn't work with speed is probably related to how ticks work in this game. There are many finicky things with moving faster than one block a tick. It's not like nothing moves faster than one block a tick, which in most cases is fine but on others cause weird behaviours like skipping through blocks and not registering certain things. They probably wanted to avoid the issue as much as possible, so they made the falling speed curve different from the damage curve in order to regulate fall damage indepndently from the gravity.
I worked on a mod for a while to change movement mechanics in different ways and discovered a lot of cursed things like this. For instance when you are standing on the ground, most of the time you actually have downwards velocity because gravity is processed right after movement and collision, not before
I’m pretty sure the x.52 from feather falling IV and the x.36 from full protection IV don’t just multiply, the wiiki says they add for a maximum of 80% reduction, so dividing damage by 5
iFrames in Minecraft don't nulify damage higher the initial one. If the damage taken during the iFrame is higher than the one that triggered it, the higher damage will overwrite the originial. Hope that helped to explain the fall damage variations while wearing armor and when you didn't
4:21 I guess you could say that even though your total distance was bigger, the initial fall had Ben Bigger than your new fall. I can bear with that logic, I just need to take any new upwards momentum into account and plan my falls accordingly. Ultimately, I should have worn a hard hat anyway.
Time to list every way Water Lava Upwards movement Boat Berry Bush Hay bale Slime block Honey block Bed Horse Donkey Mule Pig Mace Wind charge Slow falling pot Strider Minecart If I missed something,reply please,tnx Credit to the creator Vines Ladders Didconnecting Respawn immunity Cobwebs And just remembered Twisting vines Credit to @Zoova Block clutch Ender pearl Chorus fruit Wine Slow falling
@@sandieweerasinghe5130 Normal block (at low heights or against walls), ender pearl, chorus fruit, hanging vines, powdered snow, and other potions including instant harming, turtle master, and levitation. There also glitches like the Crouch/Nothing Clutch (patched) and the Obsidian Clutch (might be patched too)
@@Zoova thanks for mentioning, also there's no levitation pots,I think you confused Slow falling , and instant harming technically doesn't work as proven by the vid
Minecraft has 0.5 seconds s. During those you take damage from the attack that has the highest damage. I was making a modded bow that shoots three arrows and I found out that out of multiple arrows only one will deal damage. I had to make custom arrows that reset the s after each hit so that they would work. Minecraft has a lot of these weird features that make it kind of annoying to mod.
the way i-frames work is that you only take the damage equal to the hit-the previous hit that did positive damage. to translate that into understandable speech, in thoose 0.5s of i-frames, only the strongest hit counts. that may likely be what causes a lot of the weirdness in the later part of the video
Did you know that Minecraft I frame uses the biggest damage source. So the cactus 1 hp damage is nothing compared to 5 hp of fall damage. The same applies to explosions when you had blast protection the fall damage was bigger than the explosion damage so you took fall damage, but when you took off your blast protection the explosion damage was higher than the fall damage causing you to take explosion damage. Also the bows had instant health tips
My guess for damage being able to cancel fall damage would be that the knockback of it is sometimes clipping you into the blocks beside/behind you in your setup
There's three ways a game can calculate fall damage, those are based on the time you're in the air, by the distance traveled or based on the speed you have when you hit the ground
I-frames don't actually give you invulnerability. You are fully invulnerable to taking damage less than what you took during the i-frames, however if you are dealt a greater damage source, it will apply damage equal to the difference (before applying resistances)
Surprised you didn't include one of those clips were some popular streamer descends 240 blocks with their elytra and then is so surprised when they die.
If falling is this funky, I wonder what the formula is for Elytra now. That supposedly uses speed but even the wiki itself says right in the article that the only consideration is some "death" angle of colliding into something past a 50 degree angle.
1 time a zombie hit me while I was falling off of a big jungle tree and it launched me upward so I didn't take any fall damage I feel like I would have died if the zombie didn't hit me
On that last note: could you check how the elytra calculates it's impact damage? I believe mojang implemented the "more speed = more damage" for that item... but not for regular fall damage for some reason??
Huh I always thought damage was fall height - 4 because when you fall from 3 blocks you take 0 Also there’s something weirder, I was building a creeper farm with a water block in the middle of a fall, which would make the fall 23.3 blocks (because creepers are 1.7 blocks high) and it seemed that they all survived the fall, until I punched one then all the subsequent ones would die ??
i frames in minecraft are weird. You can pretty much only take one instance of damage in 0.5 seconds, but that will always be the highest damage possible. If I hit you with a diamond sword for 7 damage and a zombie hits you afterwards for what would be 2 damage, you will take no damage from the zombie However, if the zombie hits you first for 2 damage, I can then hit you for another 5 damage with my diamond sword. The total is 7 damage, so it's like the zombie never hit you at all.
I wonder what would happen if you used a slime block, tnt, or some other mechanic to launch yourself downward so fast that your last falling tick was just a couple blocks lower than your starting point.
Does playing on spigot/paper/forge change anything? I know things like Optifine and Paper's fast math can mess with the vanilla formula behavior. (ex: you can jump farther)
Wait... doesnt this imply that there is a set of enchants/height fallen where you die at a slightly lower fall? Say 50.5 has a tick before hitting the ground where youre almost directly on the ground but 51 has you say 1 or 2 blocks above? Would be strange.
An i frame makes it so only the most amount of damage counts whitin a i frame if you recive 3 hearts of damage and after that 5 you will get 5 hearts of damage
I can't believe Minecraft would give you 2.5 seconds of s on Revengeance difficulty
I literally googled it and got that
@@HeppeGamingGiving results for Terraria I can understand, but a Terraria mod?
The mod arguably gets more web traffic than the actual game because the game itself is not so difficult while the mod completely upends and adds some more on top of having boss difficulty rebalances.
Minecraft math. Hell yeah.
Mathcraft mine
@@HeppeGaming Mathcraft is yours?
1 + 1 = 2
2 + 2 = 3
@@Necyar It is just to make the upgrades harder.
@@NecyarWe’re waiting on 5 + 5 to equal 6.
We love when Minecraft either doesn't know what math is or knows too much math. No one knows which one is correct.
I was included in 432 frames of this video
I was in 31 260 frams
@@HeppeGaming greedyass
i was in 65536/0 frames
I was in 0/0 frames (100% of none of them)
@@xymaryai8283 nuh uh you can't divide by zero
Okay. Quick comment on iFrames.
Minecraft iFrames are weird.
If you take more damage during the iFrame, then your old damage gets cancelled and ur new damage is how much damage u take.
For example:
If you take 5hp damage from an arrow.
Then, you take 7hp damage from a fall.
Minecraft will damage you by 7hp.
However, if you take 5hp damage from an arrow. And 3hp damage from a fall.
You will take 5hp damage.
It’s not that weird it makes a lot of sense actually
@@kipy_mudkipyeah just keep the highest damage, seems pretty cool and consistent
So it's "use highest", you just made it more complicated by calling it something else entirely
@@TheCompleteMental fairs 💀
so, it's basically a very temporary form of armour, rather than actual invincibility? That's really interesting, actually. I wonder if there's a map creator that takes advantage of that.
Standing here I realized that fall damage is inconsistent
In the air and sinking deeper.... until I reach the ground
The only thing I know for real... Is that fall damage calculations are wacky
The way i-frames work in minectaft is that higher instances of damafe get reduced by smaller ones, so the total damage you are able to take within the i-frame window equals the highest instance of damage within it. So you can't negate large damage, such as fall, with small one, but it can explain why it appears to reduce fall damage in a couple of places.
Thank you for making this comment so I didn’t have to.
Of course the incorrect answer get upvoted...
While this is the basic concept behind minecraft i-frames, it does not explain what you claim it does.
In reality, small damage appeared to reduce large damage because it actually did reduce large damage. The reason for this is that what counts as the "highest instance of damage" is calculated before most of damage reduction effects are applied, notably including armor reducing explosion damage and the instant health effect of healing arrows.
@@exersolver ..Yes, it does explain what I claim it does? The basic mechanism explains why the cactus doesn't work, and why it appears to reduce the damage "in a couple of places". It does not explain the situations in most of the video, and is not meant to. Kinda thick of you to say it is incorrect.
@@arcturuslight_ I don't think anyone was counting the number of blocks fallen and getting confused by an apparent 1/2 heart reduction in fall damage from a cactus. Similarly for the other places your original comment applies (dispenser arrow and damage potion).
@@exersolver "upvoted" redditor detected, opinion ignored
I HATE it when youtubers think they did a clutch like the shift mlg even tho they obviously had spawn protection and you can still hear the falling on the ground sound and see the particles
yeah and they don't even go upwards for the shift mlg they just shift on the ground 💀
- The hardest formula ever is:
Difference of two squares: ❌
Quadratic formula: ❌
Minecraft armor damage reduction thingy: ✅
fr
Fr
did you know that most collages that requires calculus will accept you if you know how to calculate minecraft armour protection even if you dont know calculus
@@TheFoxX4 i know calculus but armor formula is difficult even for me
@@TheFoxX4 wtf really?
Another interesting phenomenon I found in Minecraft:
(at least the wiki says) Creepers, Zombies and Skeletons all have 20 hp (10 hearts), however when hit with a 10 damage weapon (netherite axe) creepers and Skelys die in 2 hits (as they should) but zombies are left one punch away from death, as if they have 21 hp. This can be further seen when dropping them down 23 blocks. They should be 1 hit away from death, so Creeper and Skelly are, but Zombie is 2. This gets weirder when dropping them another block, dealing an extra 1 damage, which, despite these findings, kills the zombie as if it had 20 health.
I don't know if there are other situations like this in Minecraft, but it's definitely odd.
The tl;dr on why this happens is that zombies have two armor points (the wiki confirms this), while skeletons and creepers don't.
The Zombies, Husks, Drowneds and Zombified Piglins have a base armor point.
i cannot believe cactus clutch is not real. my life has been a lie
its real for 4 block falls
@@funky555lmao
Other games' fall damage: If you hit the ground really fast, you get a really big ow.
Minecraft's fall damage: uhhh, don'tworryaboutit
5:35 during a damage tick all damage lower than what started it is ignored (before armor), if the new damage is higher, you take the difference between the two.
Due to this, you can sometimes prevent a bigger health loss by taking more damage right before, on normal the explosion damage was higher than the fall damage and was reduced a lot by armor, on easy you didn't take as much explosion damage so some fall damage was still applied and since it bypasses armor, you lost more health.
So 6:57 yes, fall damage can be blocked by damage ticks
true
I'd guess you can only take one instance of damage per tick, so in cases where you take multiple hits, it will take the highest base damage.
This can then be exploited by having modifiers that significantly reduce that base damage
I *thought* that was what was happening (but did not know all the details like “before armor”). So the arrow was actually s not knockback, probably.
@@danielrhouck probably, you can't even take vertical knockback in the air
@@Vetrical Then how did punch now elytra flight work before rockets?
i-frames in minecraft can't fully negate any damage: If someone hits you with a fist and you take 1 damage, then someone hits you with a diamond swrod, which would normaly deal 7 damage, minecraft doesn't negete this 7 damage, instead it takes the difference 7 - 1 = 6 and deals extra 6 damage. (so in total 1 from fist + 6 from sword)
About the weirk quirk with the armor reducing fall damages after tnt. It's because of how works : doesn't remove damages, it just reduces by the damages that enabled the . So if you take 5 hearts of damages, and you take 5 hearts of less during the , you would take 0, but if you take for example 6 hearts, it would be reduced to 1 heart. And the reason why the armor reduced the damages with tnt then fall damages, is because the reduces the damages before armor, so if tnt should have dealt 10 hearts before armor, but the armor reduced it to 2 hearts, the would still reduce any damage by 10 hearts.
I rlly like how you're making these new vids always super interesting and not about super known features
I like to cover topics, which nobody talks about. Please give me more ideas for those videos
1:36 nailed it
noice profile pic
Bro we both watch the same content lol.we both are subed to clown rek Matt at wings grian techno
Alan Becker and GD colon
And gohar
If you get punched for 1dmg and within that get hit with a netherite sword, at the end of that you will recieve the highest single source of damage-initial punch. So the game will give you the remaining 7dmg from the sword but not its kb.
4:13 that's disturbing, but i appreciate you running the experiments to know for sure how it works! 🧐
Instructions unclear, now every time this video posts a channel I find it in my subscription feed
5:44 doesn’t the armor’s innate defense reduce the damage taken from fall damage?
From what I know, i frames in minecraft work by ignoring all but the strongest source of damage within in i frames.
So if you took 10 damage, then took 1 damage, you’d still take 10 damage. But if you took 1 damage, you’d take one damage, then if you were hit with 10 damage you’d take 9 more damage as the 10 damage overwrote the 1 damage. That’s just my surface level understanding.
big fan of the TF2 appearing out of nowhere, as a new viewer I welcome this content
I remember watching marblr’s video on fall damage in overwatch and it mentioned 3 types of fall damage, Minecraft’s way of doing it isn’t that weird, it’s just that there are a lot of options
Overwatch ewww
@@HeppeGaming I don’t play the game and I have no interest in doing so 😅 the video’s just that good
2:32 I still have a hard time grasping what King Crimson does, but I have a feeling erasing time will just cause you to suddenly appear dead on the floor
nah, your distance traveled gets erased and fall damage depends only on distance traveled
it just works
u know it's ending when havard added a new class called "Minecraft math" and the lecturer is Mumbo
Re: I-frames
When you take damage during I-frames, the damage is not completely negated. You take the subtraction of the last damage source from the first. So if you take 3 damage and, during I-frames, you take 6 damage, you would take 3 damage first, then another 3 damage from the 6 damage source, for a total of 6 damage (so the same as if you only took the 6 damage source). Effectively, only the highest damage source counts.
In your example with TNT and fall damage, when you put on armor/switched to Easy difficulty, the TNT damage was less than the fall damage, which is why the fall damage appeared to be reduced but not completely negated: it was the largest damage source. If you're on Normal, the TNT deals more damage than the fall, so the fall damage is completely negated
Idk if you will read this, but there is a specific fall damage negation. A RARE one. So rare, that I could count with my fingers how many times it happened. Yet I can't remember exactly how many, because it happened so long ago.
Basically the instance that this happened was, I was falling quite a lot, not exactly enough to kill me iirc, but enough to take out most of my HP for sure. I've seen this happening to other UA-camrs in rare occasions as well, once or twice.
So this is what happens in general: You fall > Lots of blocks (not necessarely enough to kill you, but not too few) > there is an entity bellow you > You fall onto that entity > You get pushed by it > touch the ground without getting damaged.. at all iirc. HOWEVER, you see the particles of falling onto the surface of the block you fell into, meaning that the game still knows you fell for a nice amount of blocks.. iirc.
The reason why it doesn't work with speed is probably related to how ticks work in this game. There are many finicky things with moving faster than one block a tick. It's not like nothing moves faster than one block a tick, which in most cases is fine but on others cause weird behaviours like skipping through blocks and not registering certain things. They probably wanted to avoid the issue as much as possible, so they made the falling speed curve different from the damage curve in order to regulate fall damage indepndently from the gravity.
I, Giorno Giovanna, took fall damage.
And I took it personally
I worked on a mod for a while to change movement mechanics in different ways and discovered a lot of cursed things like this. For instance when you are standing on the ground, most of the time you actually have downwards velocity because gravity is processed right after movement and collision, not before
6:52
I just searched this up and got the exact same thing.
Thanks for the new meme material!
Ben Bigger jumpscare got me good
Bro you are hilarious, love the videos!
is nobody gonna talk about how straight he drew a line to the y axis at 4:43?
3:03 water bucket hay bale bed taking damage vines enderpearl mace knockback
ladders
Powdered snow, lava (min 2 blocks deep)
I’m pretty sure the x.52 from feather falling IV and the x.36 from full protection IV don’t just multiply, the wiiki says they add for a maximum of 80% reduction, so dividing damage by 5
"freaky" somehow was the best word to describe fall damage lmao
iFrames in Minecraft don't nulify damage higher the initial one.
If the damage taken during the iFrame is higher than the one that triggered it, the higher damage will overwrite the originial.
Hope that helped to explain the fall damage variations while wearing armor and when you didn't
4:21 I guess you could say that even though your total distance was bigger, the initial fall had Ben Bigger than your new fall. I can bear with that logic, I just need to take any new upwards momentum into account and plan my falls accordingly. Ultimately, I should have worn a hard hat anyway.
My friend did say: "Careful, president!"
And I responded: "Is this high enough?"
Time to list every way
Water
Lava
Upwards movement
Boat
Berry Bush
Hay bale
Slime block
Honey block
Bed
Horse
Donkey
Mule
Pig
Mace
Wind charge
Slow falling pot
Strider
Minecart
If I missed something,reply please,tnx
Credit to the creator
Vines
Ladders
Didconnecting
Respawn immunity
Cobwebs
And just remembered
Twisting vines
Credit to @Zoova
Block clutch
Ender pearl
Chorus fruit
Wine
Slow falling
There's more, you forgot ladders, vines, disconnecting, respawn protection, cobwebs
@@HeppeGaming thanks
@@sandieweerasinghe5130 Normal block (at low heights or against walls), ender pearl, chorus fruit, hanging vines, powdered snow, and other potions including instant harming, turtle master, and levitation.
There also glitches like the Crouch/Nothing Clutch (patched) and the Obsidian Clutch (might be patched too)
@@Zoova thanks for mentioning, also there's no levitation pots,I think you confused Slow falling , and instant harming technically doesn't work as proven by the vid
@@sandieweerasinghe5130You are correct about the harming potions. However, you can get levitation pots with commands and those would work I think
Minecraft has 0.5 seconds s. During those you take damage from the attack that has the highest damage. I was making a modded bow that shoots three arrows and I found out that out of multiple arrows only one will deal damage. I had to make custom arrows that reset the s after each hit so that they would work. Minecraft has a lot of these weird features that make it kind of annoying to mod.
the way i-frames work is that you only take the damage equal to the hit-the previous hit that did positive damage.
to translate that into understandable speech, in thoose 0.5s of i-frames, only the strongest hit counts. that may likely be what causes a lot of the weirdness in the later part of the video
BENJAMIN BIGGER WHAT ARE YOU DOING HERE
I think I just found another favorite channel:)
I love these Minecraft math videos! Really well made.
This was really thorough, thank you
I will take this into account when making my games
im in love with this channel
I think this also explains bugrock killing players when it freezes
Did you know that Minecraft I frame uses the biggest damage source. So the cactus 1 hp damage is nothing compared to 5 hp of fall damage. The same applies to explosions when you had blast protection the fall damage was bigger than the explosion damage so you took fall damage, but when you took off your blast protection the explosion damage was higher than the fall damage causing you to take explosion damage. Also the bows had instant health tips
My guess for damage being able to cancel fall damage would be that the knockback of it is sometimes clipping you into the blocks beside/behind you in your setup
I forget how weirdly coded Minecraft is
Lol the internot is one of my favourite places, good video, again
interesting video!
That is the most unexpected math calculation ever lol
There's three ways a game can calculate fall damage, those are based on the time you're in the air, by the distance traveled or based on the speed you have when you hit the ground
6:52 bro thats not even the minecraft wiki thats a fuckin terraria mod wiki
he literally says it's the wrong game after like 5 seconds bro
I-frames don't actually give you invulnerability. You are fully invulnerable to taking damage less than what you took during the i-frames, however if you are dealt a greater damage source, it will apply damage equal to the difference (before applying resistances)
This guy teaching the logic!
Surprised you didn't include one of those clips were some popular streamer descends 240 blocks with their elytra and then is so surprised when they die.
If falling is this funky, I wonder what the formula is for Elytra now. That supposedly uses speed but even the wiki itself says right in the article that the only consideration is some "death" angle of colliding into something past a 50 degree angle.
1 time a zombie hit me while I was falling off of a big jungle tree and it launched me upward so I didn't take any fall damage I feel like I would have died if the zombie didn't hit me
I discovered the zombie clutch
On that last note: could you check how the elytra calculates it's impact damage?
I believe mojang implemented the "more speed = more damage" for that item... but not for regular fall damage for some reason??
blast prot reduces the kb you take from explosions yeah? maybe that influences it somehow
maybe
Huh I always thought damage was fall height - 4 because when you fall from 3 blocks you take 0
Also there’s something weirder, I was building a creeper farm with a water block in the middle of a fall, which would make the fall 23.3 blocks (because creepers are 1.7 blocks high) and it seemed that they all survived the fall, until I punched one then all the subsequent ones would die ??
i frames in minecraft are weird. You can pretty much only take one instance of damage in 0.5 seconds, but that will always be the highest damage possible.
If I hit you with a diamond sword for 7 damage and a zombie hits you afterwards for what would be 2 damage, you will take no damage from the zombie
However, if the zombie hits you first for 2 damage, I can then hit you for another 5 damage with my diamond sword.
The total is 7 damage, so it's like the zombie never hit you at all.
I wonder what would happen if you used a slime block, tnt, or some other mechanic to launch yourself downward so fast that your last falling tick was just a couple blocks lower than your starting point.
Peak javascript coding.
Yes, Minecraft, my favorite Javascript game
@@HeppeGaming yes
@@Kofhiliphus Minecraft: Javascript edition
this pissed me off so much it's unreal
Yeah, because we all know java and javascript are the same thing.
ben bigger jumpscare
no way, somebody got the reference
Moment of Minecraft
i frames are way shorter on java 0.5 seconds is the bedrock value you can do a cactus clutch if you use tas or smth
I think the fall damage calcs should always use speed
That one with tracking how many blocks you fall from is ridiculous
Does playing on spigot/paper/forge change anything? I know things like Optifine and Paper's fast math can mess with the vanilla formula behavior. (ex: you can jump farther)
I think he likes part 5 a lot
Excellent vid. Need moar views.
Check back tomorrow after it blows up
It did? @@HeppeGaming
s allow dmg if the dmg is more: if you take 3 dmg and then 9 dmg you only take 9 dmg because of the s
I need to erase time to check that out
KINGU CRIMSON!
Speed has no effect on fall damage except when it does, got it.
Wait... doesnt this imply that there is a set of enchants/height fallen where you die at a slightly lower fall? Say 50.5 has a tick before hitting the ground where youre almost directly on the ground but 51 has you say 1 or 2 blocks above? Would be strange.
"On the Internot"
I absolutely hate to admit it but minecraft definitely just made me watch a math video
Buttttt, minecraft bedrock uses fall speed to count damage
Yo
Can you do about kinetic energy on ewrock? It's quite hard to know how imma die accidentally on there
An i frame makes it so only the most amount of damage counts whitin a i frame if you recive 3 hearts of damage and after that 5 you will get 5 hearts of damage
Mob farm credit: Voltrox
i really liked this :)
How is kinetic damage calculated? I have looked for the formula online in the past and been unable to find it if I recall correctly
so falling faster actually gives less fall damage because the last tick before you hit the ground would be higher off the ground.
I could have sworn minecraft uses speed because of how Elytra damage works
I already negated fall damage with i frames on hypixel but its 1.8.9 and laggy. Maybe use /tick to slow down and get the damage on the very last tick
learn how fall damage works: ❌
learn tnts doesnt do damage in peaceful mode: ✅
Why did you not learn fall damage?
lmao clamtitty jumpscare too
Iframes only block damage of lower quantity if you take 5 damage then take 7 dureing the frame you will take 7 overall
Diavolo jumpscare
What if you jump into a lingering potion of slow falling
there is 1 way to take 17 fall damage
that is to slow down the speed you fall
slow falling
Slow falling cancels all fall damage
Maybe drink milk to cancel the slow falling at the right time?
MINECRAFT AND TF2, SUBSCRIBED!
and math !
Cant beds be used for half damage?
Can you explain how the crouch clutch works?
it doesn't