How is fall damage calculated in Minecraft
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- Опубліковано 18 вер 2024
- Fall damage is inconsistent in Minecraft and I hate how it works. So I made a precise formula for how to calculate it. Keep in mind that a lot of what I say are just speculations and I can make mistakes once in a while, or just have no idea how something works. Like the TNT negating more fall damage on higher difficulties, which made absolutely no sense, but that's just Minecraft and it's spaghetti code. I know the game quite well from the technical side and there are many weird anomalies happening occasionally, which is why I do this series, where I explain them. So check out my other episodes.
Source: grid.is/@borga...
Minecraft math. Hell yeah.
Mathcraft mine
@@HeppeGaming Mathcraft is yours?
I can't believe Minecraft would give you 2.5 seconds of s on Revengeance difficulty
I literally googled it and got that
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)
We love when Minecraft either doesn't know what math is or knows too much math. No one knows which one is correct.
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).
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
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.
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
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
big fan of the TF2 appearing out of nowhere, as a new viewer I welcome this content
4:13 that's disturbing, but i appreciate you running the experiments to know for sure how it works! 🧐
6:52
I just searched this up and got the exact same thing.
Thanks for the new meme material!
i-frames in minecraft can't fully fegate 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)
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
Ben Bigger jumpscare got me good
Lol the internot is one of my favourite places, good video, again
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
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.
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
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.
This guy teaching the logic!
blast prot reduces the kb you take from explosions yeah? maybe that influences it somehow
maybe
Moment of Minecraft
BENJAMIN BIGGER WHAT ARE YOU DOING HERE
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
interesting video!
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.
The way I-frames work is that once you take a certain amount of damage you enter an "invincibility period" in which if you take damage equal to or lower than the original damage, it is negated but if you take more damage, then the total amount of health you lose will be equal to the higher damage ( if you take 2 damage then 5 damage you lose a total of 5 hp)
My theory is that since the original damage is from a tnt and you have blast prot, then the fall damage affects you during the I-frame of an explosion type, the extra damage is also calculated through blast prot.
Yea, I also think it's that
UwU
@@HeppeGaming it wasn't calculated by the blast prot, it's just that the reduced damages from is calculated before armor, so if the tnt would deal 10 hearts before armor, it would reduce 10 hearts of damage.
ben bigger jumpscare
no way, somebody got the reference
The same reason why boats break when they fall from certain heights
They actually patched that in one of the most recent snapshots. It's about time. It was pretty funny though.
Boats breaking had little to do with this, a calculation in Minecrafts code that relied on floating point values to be perfectly precise was to blame. Standup Maths talked about this I think.
i really liked this :)
"internot" XD
MINECRAFT AND TF2, SUBSCRIBED!
and math !
Excellent vid. Need moar views.
Check back tomorrow after it blows up
It did? @@HeppeGaming
Let's go!
Now I can hope to flex on redstoners😂
**crack!**
it's from my resource pack: ua-cam.com/video/OOvtq2RNJa4/v-deo.htmlsi=q_lThCfLOBFLJM0L
I'ma definitely yoink that
Iframes only block damage of lower quantity if you take 5 damage then take 7 dureing the frame you will take 7 overall
3:03 water bucket hay bale bed taking damage vines enderpearl mace knockback
Yo
Can you do about kinetic energy on ewrock? It's quite hard to know how imma die accidentally on there
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
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
Aint nobody noticing this 💀
Idk where you got all other games are like you say lol
But no, not at all there's no standard at all for how fall damage works
I feel like real life should be the standard for video games
Gosh another math
i think the blast protection fall damage cancelled is due to blast protection reducing the knockback that explosions do, so without it you were knocked higher into the air and thus took more fall damage
No, it's just before reduce damages by the damage you took, before applied armor. So if tnt would have dealt 10 hearts before armor, fall damage would be reduced by 10 hearts.
Position
Lol
What about bedrock?
We don’t talk about bedrock.
good video but i hate jojo