Java Edition Combat Tests

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Combat Test
Edition

Java Edition

Planned release date

N/A

Development versions

Changes to combat mechanics are currently in development.[1][2][3][4][5] Five snapshots have been released on Reddit and are not found in the launcher. While these snapshots are development versions for a future version, they are just forks of 1.14.x and 1.15.x releases and do not contain much newer content, these changes will not be a major focus of any future major update but will instead just be added when the new combat system is finalized.[2]

Additions[edit]

Gameplay[edit]

Combat
  • New attribute: generic.attackReach.
    • Represents the attack reach of a player.
    • Only used by players.
    • Default base: 3.0; minimum: 0.0; maximum: 6.0.
      • Value is the number of blocks away the player can attack from.
    • Weapon modifier now modifies generic.attackReach with Operation 0 and UUID 26cb07a3-209d-4110-8e10-1010243614c8.
  • Added a "Combat Reach" parameter (using attribute generic.combatReach) to swords, hoes and tridents.
Enchantments
  • Added the Chopping enchantment for axes.[3]
  • All damage enchantments can be applied to axes in the enchanting table.
Shields
  • Added a "Shield Indicator" option that displays when the shield is active, similar to the attack indicator.[3]
    • Found in video settings, the available options are "OFF", "Crosshair" or "Hotbar".
  • Added an option to enable or disable the use-shield-on-crouch.
    • Located in the Accessibility menu.

Changes[edit]

Non-mob entities[edit]

Projectiles
  • No longer trigger a player or mob invulnerability timer, which means that Multishot can hit and deal damage to the same mob with all three arrows.
Arrows
  • Arrow uncertainty value has been decreasing from 1.0 to 0.25, increasing accuracy.
Thrown snowballs
  • Now have 4-tick cooldown.
  • Not rendered for the first 2 ticks to prevent screen flickering.
Thrown eggs
  • Now have 4-tick cooldown.
  • Not rendered for the first 2 ticks to prevent screen flickering.

Gameplay[edit]

Combat
  • Different weapons and items have different attack ranges, all separate from the block breaking reach. Weapon reach is always active.
    • 3.5 blocks for all swords.
    • 4 blocks for tridents and hoes.
    • 3 for all other items.
  • The attack timer can be charged to 200%.
    • The attack timer reaches 200% after the recharging animation of the sword is fully complete.
    • A 190%[6] charge is required for critical hits and the sweep attack.
    • A 190%[6] charge deals higher knockback while sprinting and increase by 0.5 blocks the reach.
    • Attacking with a 190%[6] charge now adds +1.0 to the attack reach, up from +0.5.
  • Weapons with shorter cooldowns give victims a shorter attack invulnerability time (invincibility frames).
  • The attack key can be held down to automatically attack when the attack meter is full.
    • Attacks only happen when it is at 120% charge, slower than if attacks were timed.
  • It is now possible to hit through non-full-sized blocks such as grass.
  • The attack timer is now unaffected by switching items, only resetting when the player actually performs an attack.
  • Default attack reach has been decreased from 3 blocks to 2.5 blocks.
HUD
  • Changed how the attack indicator works.
    • When on crosshair mode:
      • The meter only appears after the attack is 100% recharged, showing the progress of reaching 200% charge instead.
      • The "+" now only appears below the attack indicator when at 200% charge.
    • When on hotbar mode:
      • Only appears after the attack is 100% recharged, showing the progress of reaching 200% charge instead.
Knockback
  • Knockback resistance is now on a scale instead of being random.
Sweep attack
  • Performing a sweep attack now requires the Sweeping Edge enchantment.
  • Now requires the attack timer to be at 200%.
  • Is now performed regardless of whether an entity is hit.

Items[edit]

Axes
  • Increased attack speed for all axes to 2 (0.5s).
  • All axes deal 1♥ more damage than their sword counterparts.
  • Always disable shields for 1.6 seconds (32 game ticks), instead of having a 25% to disable them for 5 seconds (100 game ticks).
  • Now take a damage point when attacking instead of 2.
Hoes
  • Changed the attack speed for most hoes:
    • Wooden: 2 (0.5s); stone: 2.5 (0.4s); iron: 3 (0.33s); diamond and gold: 3.5 (0.28s).
  • Changed the damage dealt for all hoes.
    • Wooden, stone, and gold: 2♥; iron and diamond: 3♥♥.
  • Increased attack reach to 4 blocks.
Pickaxes
  • Increased attack speed for all pickaxes to 2.5 (0.4s).
  • Increased damage for all pickaxes by 1♥.
Shield
  • Removed warm-up delay from shields (0.25-second activation cooldown).
  • When in the off-hand, shields will activate when sneaking.
    • Attacking while crouching will disable the shield during the attack.
      • Shield is re-enabled after the weapon has reached 200% charge.
  • Shields no longer knockback attackers when they block.
  • The arc of available protection has been decreased to 100 degrees instead of 180 degrees (i.e., attacks from outside this arc of 100° will not be blocked).
Shovels
  • Increased attack speed for all shovels to 2 (0.5s).
  • Decreased damage for all shovels by 1♥.
Swords
  • Increased attack speed for all swords to 3 (0.33s).
  • Increased damage for all swords by 1♥.
  • Increased attack reach to 3.5 blocks.
Trident
  • Increased attack speed to 2 (0.5s).
  • Decreased melee damage from 9♥♥♥♥♥ to 8♥♥♥♥.
  • Increased attack reach to 4 blocks.
  • Can now be shot from dispensers.
  • Tridents with Loyalty that fall into the void will return to its owner.
  • Tridents with Impaling now deal enchantment damage to all mobs that are in water or rain.
Snowballs
  • Now stack to 64.
  • Now have a 4 tick cooldown
Tool Axe Hoe Pickaxe Shovel Sword
Damage Speed Reach Damage Speed Reach Damage Speed Reach Damage Speed Reach Damage Speed Reach
Wood 6♥♥♥ 2 3 2♥ 2 4 3♥♥ 2.5 3 2♥ 2 3 5♥♥♥ 3 3.5
Gold 6♥♥♥ 2 2♥ 3.5 3♥♥ 2.5 2♥ 2 5♥♥♥ 3
Stone 7♥♥♥♥ 2 2♥ 2.5 4♥♥ 2.5 3♥♥ 2 6♥♥♥ 3
Iron 8♥♥♥♥ 2 3♥♥ 3 5♥♥♥ 2.5 4♥♥ 2 7♥♥♥♥ 3
Diamond 9♥♥♥♥♥ 2 3♥♥ 3.5 6♥♥♥ 2.5 5♥♥♥ 2 8♥♥♥♥ 3

References[edit]

  1. "A custom Java Edition snapshot to test new combat mechanics" – u/jeb_, June 26, 2019
  2. a b "Update: Custom Java Edition snapshot to test new combat mechanics (version 2)" – u/jeb_, August 15, 2019
  3. a b c "Updated Combat Test Snapshot (number 3) and a custom map for combat testing" – u/jeb_, November 1, 2019
  4. "Since doing something this the last minute on a Friday is a great idea: Combat Test Snapshot Number 4" – u/jeb_, November 30, 2019
  5. "Experimental Combat Snapshot - version 5" – u/jeb_, January 17, 2020
  6. a b c "Updated Combat Test Snapshot (number 3) and a custom map for combat testing" – u/jeb_. "Constantly attacking is likely the best choice in most cases, but waiting for 200% (or it's actually 190% in the code) would offer greater reach and power, and might give an edge in a few cases."

External links[edit]