minecraft.wiki-mirror/wiki_backup/Combat Test.txt
2024-12-24 06:17:34 -05:00

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{{Infobox version
| title = Combat Tests
| image= Combat test map banner.png
| edition = Java
| launcher = No
| planned = 1
}}
The '''Combat Tests''' are a series of experimental snapshots for {{JE}} with changes related to combat.<ref name="Test1"/><ref name="Test2"/><ref name="Test3"/><ref name="Test4"/><ref name="Test5"/><ref name="Test6"/><ref name="Test7"/><ref name="Test8"/> Currently, nine snapshots, the latest being {{v|java-combat-snap}}, have been released exclusively on {{w|Reddit}}, and are [[wikipedia:Fork (software development)|forks]] of what was the latest version of ''Java Edition'' at the time of their release. The changes in the Combat Tests will be added to the base game once the new combat system has been finalized.<ref name="Test2"/>
Currently, development is planned to be done in two phases, with phase 1 in progress as of 2020. When phase 2 begins, there will be fewer system changes and more focus on changes related to mob balance and [[difficulty]].<ref name="Test6"/><ref>{{tweet|jeb_|1291663888614936576|Yeah that makes sense. I'm still in "phase 1", which means designing systems... "Phase 2" will be more focused on numbers and mobs|7 Aug 2020}}</ref><ref>{{tweet|jeb_|1296768034275811329|Game difficulty will be looked at in "phase 2". I need to discuss with the team how in-depth these changes should be... like an agreement on philosophy around difficulty|21 Aug 2020}}</ref>
The latest combat test, [[Combat Test 8c]], was released in August 2020.
== Changes ==
=== Attacking ===
; [[Attack cooldown]]
* Attacking is no longer possible until the attack cooldown has reached 100%.
* The attack cooldown can now further charge up to 200%, where attacks at 190% or greater charge are given an additional block of reach.
* The first 100% charge of the attack cooldown no longer displays the attack indicator, and instead the attack indicator is used to indicate 120% to 200% charge.
* The attack cooldown is now shorter when missing an attack, at 4 ticks (200ms), regardless of weapon attack speed.
* Weapons with attack cooldowns that are shorter than 0.5 seconds (500ms) now give the target less [[Damage#Immunity|attack invulnerability time]] (invincibility frames), to allow the weapon's faster attack speed to connect all of its attacks appropriately.
* Holding down the {{ctrl|attack}} key now attacks automatically when the attack cooldown reaches 120% charge.
* The attack cooldown no longer resets when switching items, now only resetting when the player performs an attack.
* The swing animation that is displayed when attacking has been changed to emphasize the new rhythm of attacks.
** The initial swing no longer moves the weapon downwards off the screen as much.
** The swing now lingers out longer visually.
** The slow rising up of the hand that occurs after swinging that indicates that the attack cooldown is recharging now only starts at 120% charge.
; Attack [[Knockback (mechanic)|knockback]]
* Attacks dealt against entities that are already in the air now deal additional vertical knockback, rather than no vertical knockback.
** This is similar to how knockback is handled in {{BE}}, and how it was handled before the [[Combat Update]].
; [[Critical hit]]s and [[sprint-knockback]] attacks
* Can now be performed simultaneously, as it was in older versions and how it is in [[Bedrock Edition]].
; [[Sweep attack]]s
* Now require the [[Sweeping Edge]] enchantment to activate.
** This also means sweep attacks can now be performed by any item with the Sweeping Edge enchantment, rather than only [[sword]]s.
* Now require an attack cooldown charge of 190% or greater, up from 84.8%.
* Are now activated regardless of whether or not an entity is hit.
=== Healing ===
; [[Hunger]]
* Saturation is no longer used to regenerate quickly, and is instead now only relevant as a "pause" to hunger loss after eating.
* Saturation is no longer accumulated by eating multiple instances of food. Instead, saturation is set to the eaten food's saturation value, as long as said saturation value exceeds the player's current saturation.<ref name=u group=note> This change was made in [[Combat Test 5]], however went unmentioned in the changelogs. </ref>
* Hunger no longer decreases along with saturation. Instead saturation is used first and after being completely used up, the hunger bar begins depleting as normal.
; [[Natural regeneration]]
* Natural regeneration now uses hunger to heal every {{convert|40|ticks|seconds}} rather than every {{convert|80|ticks|seconds}}.
* The consumption of hunger by natural regeneration is now 1:1, taking {{hunger|1|total=1}} to heal {{hp|1}}. This ignores the player's current saturation value, making it so hunger bars can be lost even if food was just consumed.
** The chance of {{hunger|1|total=1}} being consumed when healing {{hp|1}} is random, at a 50% chance. This means that the amount of healing players can do during a fight is heavily influenced by the RNG of hunger loss when healing.
* Natural regeneration now continues until a hunger level of {{hunger|7|total=20}} rather than the previous 18 ({{hungerbar|18|total=20|9px}}).
; [[Eating]]
* Eating and drinking consumables is now interrupted and reset when being attacked.
** Note that this does not take affect when being damaged by all damage types, only when taking damage from [[mob]]s and other [[player]]s.
* Liquids consumables (such as stews, honey bottles, milk buckets, and potions) are now consumed faster than other consumable types (20 ticks rather than the usual 32 ticks).
=== Melee weapons ===
; Empty hand
* Decreased attack speed to 2 (0.5 seconds), was 4 (0.25 seconds).
* Increased attack damage to {{hp|2}}, was {{hp|1}}.<ref group=note>This change was made before ''Bedrock Edition'''s unarmed attack damage was lowered from {{hp|2}} to {{hp|1}} in [[1.18.30]], which cited parity with ''Java Edition'' as a reason.</ref>
* Decreased attack reach to 2.5, was 3.
{| class="wikitable" style="text-align: center;"
! colspan=4 | Empty hand
|-
! Damage !! Speed !! DPS !! Reach
|-
| {{hp|2}} || 2 || 4 || 2.5
|}
; [[Sword]]s
* Increased [[attack speed]] for all swords to 3 (0.33 seconds), was 1.6 (0.625 seconds).
* Decreased the attack damage of certain swords.
** Stone: {{hp|4}}, was {{hp|5}}.
** Iron: {{hp|5}}, was {{hp|6}}.
** Diamond: {{hp|6}}, was {{hp|7}}.
** Netherite: {{hp|7}}, was {{hp|8}}.
* Attack reach is unchanged, remaining at 3.
{| class="wikitable" style="text-align: center;"
! rowspan=2 |
! colspan=4 | Sword
|-
! Damage !! Speed !! DPS !! Reach
|-
! Wood
| {{hp|4}} || 3 || 12 || 3
|-
! Gold
| {{hp|4}} || 3 || 12 || 3
|-
! Stone
| {{hp|4}} || 3 || 12 || 3
|-
! Iron
| {{hp|5}} || 3 || 15 || 3
|-
! Diamond
| {{hp|6}} || 3 || 18 || 3
|-
! Netherite
| {{hp|7}} || 3 || 21 || 3
|}
; [[Axe]]s
* Increased attack speed for all axes to 2 (0.5 seconds), was 0.8 (1.25 seconds) for wooden and stone axes, 0.9 (~1.11 seconds) for iron axes, and 1 (1 second) for golden, diamond, and netherite axes.
* Decreased the attack damage of all axes, making them all deal {{hp|1}} more damage than their sword counterparts across all tiers.
** Wooden and golden: {{hp|5}}, was {{hp|7}}.
** Stone: {{hp|5}}, was {{hp|9}}.
** Iron: {{hp|6}}, was {{hp|9}}.
** Diamond: {{hp|7}}, was {{hp|9}}.
** Netherite: {{hp|8}}, was {{hp|10}}.
* Decreased attack reach to 2.5, was 3.
* Now disable shields for {{convert|1.6|seconds|ticks}}, down from {{convert|5|seconds|ticks}}.
* Now use 1 durability when attacking instead of 2.
* Can now have the Fire Aspect, Looting, Knockback, and Sweeping Edge enchantments applied to them using an [[anvil]].
{| class="wikitable" style="text-align: center;"
! rowspan=2 |
! colspan=4 | Axe
|-
! Damage !! Speed !! DPS !! Reach
|-
! Wood
| {{hp|5}} || 2 || 10 || 2.5
|-
! Gold
| {{hp|5}} || 2 || 10 || 2.5
|-
! Stone
| {{hp|5}} || 2 || 10 || 2.5
|-
! Iron
| {{hp|6}} || 2 || 12 || 2.5
|-
! Diamond
| {{hp|7}} || 2 || 14 || 2.5
|-
! Netherite
| {{hp|8}} || 2 || 16 || 2.5
|}
; [[Trident]]
* Increased attack speed to 2 (0.5 seconds), was 1.1 (~0.91 seconds).
* Decreased attack damage to {{hp|7}}, was {{hp|9}}.
* Increased attack reach to 3.5 blocks, was 3.
* Can now be shot from dispensers.
{| class="wikitable" style="text-align: center;"
! colspan=4 | Trident
|-
! Damage !! Speed !! DPS !! Reach
|-
| {{hp|7}} || 2 || 14 || 3.5
|}
; [[Hoe]]s
* Changed the attack speed of all hoes.
** Wooden: 2 (0.5 seconds), was 1 (1 second).
** Golden: 3.5 (~0.29 seconds), was 1 (1 second).
** Stone: 2.5 (0.4 seconds), was 2 (0.5 seconds).
** Diamond and netherite: 3.5 (~0.29 seconds), was 4 (0.25 seconds).
* Increased the attack damage for all hoes.
** Wooden, golden, and stone: {{hp|2}}, was {{hp|1}}.
** Iron and diamond: {{hp|3}}, was {{hp|1}}.
** Netherite: {{hp|4}}, was {{hp|1}}
* Increased attack reach to 3.5, was 3.
{| class="wikitable" style="text-align: center;"
! rowspan=2 |
! colspan=4 | Hoe
|-
! Damage !! Speed !! DPS !! Reach
|-
! Wood
| {{hp|2}} || 2 || 4 || 3.5
|-
! Gold
| {{hp|2}} || 3.5 || 7 || 3.5
|-
! Stone
| {{hp|2}} || 2.5 || 5 || 3.5
|-
! Iron
| {{hp|3}} || 3 || 9 || 3.5
|-
! Diamond
| {{hp|3}} || 3.5 || 10.5 || 3.5
|-
! Netherite
| {{hp|4}} || 3.5 || 14 || 3.5
|}
; [[Pickaxe]]s
* Increased attack speed for all pickaxes to 2.5 (0.4 seconds), was 1.2 (0.83 seconds).
* Increased the attack damage of certain pickaxes.
** Wooden and golden: {{hp|3}}, was {{hp|2}}.
* Decreased attack reach to 2.5, was 3.
{| class="wikitable" style="text-align: center;"
! rowspan=2 |
! colspan=4 | Pickaxe
|-
! Damage !! Speed !! DPS !! Reach
|-
! Wood
| {{hp|3}} || 2.5 || 7.5 || 2.5
|-
! Gold
| {{hp|3}} || 2.5 || 7.5 || 2.5
|-
! Stone
| {{hp|3}} || 2.5 || 7.5 || 2.5
|-
! Iron
| {{hp|4}} || 2.5 || 10 || 2.5
|-
! Diamond
| {{hp|5}} || 2.5 || 12.5 || 2.5
|-
! Netherite
| {{hp|6}} || 2.5 || 15 || 2.5
|}
; [[Shovel]]s
* Increased attack speed for all shovels to 2 (0.5 seconds), was 1 (1 second).
* Decreased the attack damage for all shovels.
** Wooden and golden: {{hp|2}}, was {{hp|2.5}}.
** Stone: {{hp|2}}, was {{hp|3.5}}.
** Iron: {{hp|3}}, was {{hp|4.5}}.
** Diamond: {{hp|4}}, was {{hp|5.5}}.
** Netherite: {{hp|5}}, was {{hp|6.5}}.
* Decreased attack reach to 2.5, was 3.
{| class="wikitable" style="text-align: center;"
! rowspan=2 |
! colspan=4 | Pickaxe
|-
! Damage !! Speed !! DPS !! Reach
|-
! Wood
| {{hp|2}} || 2 || 4 || 2.5
|-
! Gold
| {{hp|2}} || 2 || 4 || 2.5
|-
! Stone
| {{hp|2}} || 2 || 4 || 2.5
|-
! Iron
| {{hp|3}} || 2 || 6 || 2.5
|-
! Diamond
| {{hp|4}} || 2 || 8 || 2.5
|-
! Netherite
| {{hp|5}} || 2 || 10 || 2.5
|}
=== Shields ===
* Now only block up to {{hp|5}} of melee damage, down from 100% of melee damage.
** Shields that have [[banner]]s applied to them block up to {{hp|10}} of melee damage, however this is only a temporary change to test different shield types.
* Now only block 50% of knockback from player attacks, down from 100%.
* Now fail to block explosions if said explosion was caused by a player.
* Removed the {{convert|0.25|second|tick}} activation delay.
* Can now be activated by crouching, with different mechanics than when activating by right clicking.
** Crouch shielding prevents the user from doing 200% charge attacks, but allows the user to attack while shielding.
** Crouch shielding cannot be used with shields in the mainhand, only in the offhand.
** Crouch shielding can be enabled or disabled in the accessibility settings, and is enabled by default.
* The arc of shield protection has been decreased to 100 degrees, down from 180 degrees.
* Can now have their status indicated by a new "Shield Indicator" option that has a display similar to the attack indicator.<ref name="Test3"/>
** Displays when a shield is activated, and whether or not it is currently disabled by an [[axe]].
** Found in video settings, and is disabled by default.
** Has the options "OFF," "Crosshair," or "Hotbar."
** Overwrites the crosshair attack indicator.
=== Ranged weapons ===
; [[Bow]]s
* Arrow inaccuracy value has been lessened from 1 to 0.25, increasing accuracy and lessening randomness.
* Now lose accuracy and lose critical charge if held drawn for longer than 3 seconds.
** This is visually indicated by the bow beginning to shake more violently after 3 seconds.
; [[Crossbow]]s
* Arrow inaccuracy value has been lessened from 1 to 0.25, increasing accuracy and lessening randomness.
=== Projectiles ===
; [[Arrow]]s
* No longer trigger the [[Damage#Immunity|attack invulnerability timer]] of [[player]]s and [[mob]]s.
** This also means that the [[Multishot]] enchantment can now deal damage to a single mob with all three arrows.
* Instantaneous [[effects]] on [[tipped arrow]]s are now scaled by 1/8, just like the duration of other effects. For example, an arrow of [[Harming]] deals additional {{hp|0.75}} magical damage.
; [[Egg]]s and [[snowball]]s
* No longer trigger the attack invulnerability timer of players and mobs.
* Can now deal knockback to players.
* Now have a cooldown of {{convert|4|ticks}}.
* Increased max stack size of snowballs to 64, was 16.
=== Enchantments ===
; [[Sharpness]], [[Smite]], [[Bane of Arthropods]], and [[Impaling]]
* Are now included in the base damage when calculating critical hits and potion effects, increasing their effectiveness.
; [[Sweeping Edge]]
* Is now required to perform [[sweep attack]]s, rather than swords having the ability innately.
* Has had its damage percentages decreased to 25% at level 1, 33% at level 2, and 37.5% at level 3, down from the previous 50% at level 1, 66% at level 2, and 75% at level 3.
* Can now be applied to [[axe]]s.
; [[Fire Aspect]], [[Looting]], and [[Knockback]]
* Can now be applied to axes.
; [[Impaling]]
* Now also applies its damage increase to all mobs that are in water or rain.
** Note that Impaling still also increases damage to [[aquatic]] mobs, unlike {{in|be}}. The damage increase does not apply twice when attacking mobs that are both aquatic and also in water or rain.
; [[Loyalty]]
* Now returns tridents that fall into the void to their owner.
=== Potions ===
* Increased max stack size of drinkable [[potion]]s to 16, was 1.
** Splash and lingering potions are unchanged.
=== Status effects ===
; [[Instant Health]]
* Now heals {{hp|6}} per level, up from {{hp|4}}.
; [[Strength]]
* Now increases melee damage by 20% per level, was {{hp|3}}.
; [[Weakness]]
* Now decreases melee damage by 20% per level, was {{hp|4}}.
* Attacks that deal {{hp|0}} due to Weakness no longer fail to deal knockback.
=== Planned changes ===
* [[Jeb]] plans to further improve Minecraft's server-side hit registration in future Combat Tests, as the current system struggles to keep up with the constant changes in attack reach, causing desyncs and ghost attacks.
== Additions ==
=== [[Enchantment]]s ===
* Added the [[Cleaving]] enchantment that is exclusively for axes.<ref name="Test3"/>
** Is a common enchantment, accessible on axes in the [[enchanting table]] and on [[enchanted book]]s.
** Has 3 levels.
** Increases attack damage by {{hp|2}} at level 1, {{hp|3}} at level 2, and {{hp|4}} at level 3.
** Increases the time that an axe stuns a shield by {{convert|0.5|seconds|ticks}} per level.
** Is mutually exclusive with [[Sharpness]], [[Smite]], and [[Bane of Arthropods]].
=== [[Attribute]]s ===
; Attack reach
* Represents the attack reach of a player, and uses the ID <samp>generic.attack_reach</samp>.
** Only used by [[player]]s.
** Default base: <samp>2.5</samp>; minimum: <samp>0.0</samp>; maximum: <samp>6.0</samp>.
*** Value is the number of blocks away that a player can attack from.
** [[Attribute#Vanilla modifiers|Weapon modifier]] now modifies <samp>generic.attack_reach</samp> with operation <samp>0</samp> and UUID <samp>26cb07a3-209d-4110-8e10-1010243614c8</samp>.
** The attack reach attribute is visible only on items that do not have a value of 2.5.
*** This means that it only shows in the tooltips for [[sword]]s, [[hoe]]s, and [[trident]]s.
; Shield strength
* Represents the amount of damage a shield can absorb, and uses the ID <samp>generic.shield_strength</samp>.{{Info needed|List default value, minimum value, and maximum value.}}
** Only used by [[player]]s, as [[mob]]s are unable to use shields even if given them using commands.
** Default base: <samp>5</samp>
*** Value is the maximum damage that a given shield can absorb.
=== [[Hitbox]]es ===
* Entities with bounding boxes smaller than 0.9 blocks (such as [[rabbit]]s and [[bat]]s) now have their hitboxes inflated to 0.9 blocks when being attacked.
** This means that they still have their normal hitboxes ordinarily, but can be attacked outside of their hitbox within a range of 0.9 blocks.
* Entities can now have their hitboxes attacked through certain transparent blocks like short grass or vines.
** This also doesn't destroy the block that is attacked through.
== History ==
{| class="wikitable"
! Major update !! Minor/developmental update !! Combat test
|-
|rowspan="3"| [[Java Edition 1.14|1.14]] || [[Java Edition 1.14.3 Pre-Release 4|1.14.3 Pre-Release 4]] || [[Java Edition 1.14.3 - Combat Test]]
|-
|rowspan="2"| [[Java Edition 1.14.4|1.14.4]] || [[Java Edition Combat Test 2]]
|-
| [[Java Edition Combat Test 3]]
|-
|rowspan="2"| [[Java Edition 1.15|1.15]] || [[Java Edition 1.15 Pre-release 3|1.15 Pre-release 3]] || [[Java Edition Combat Test 4]]
|-
| [[Java Edition 1.15.2 Pre-release 2|1.15.2 Pre-release 2]] || [[Java Edition Combat Test 5]]
|-
|rowspan="7"| [[Java Edition 1.16|1.16]] || [[Java Edition 1.16.2 Pre-release 2|1.16.2 Pre-release 2]] || [[Java Edition Combat Test 6]]
|-
|rowspan="6"| [[Java Edition 1.16.2|1.16.2]] || [[Java Edition Combat Test 7]]
|-
| [[Java Edition Combat Test 7b]]
|-
| [[Java Edition Combat Test 7c]]
|-
| [[Java Edition Combat Test 8]]
|-
| [[Java Edition Combat Test 8b]]
|-
| [[Java Edition Combat Test 8c]]
|}
== Trivia ==
* Knockback resistance decreasing the knockback taken from attacks rather than giving a random chance to ignore all knockback was first added in the Combat Tests, and then added partially in [[20w06a]] and fully in [[22w03a]].
* The promotional image for the Combat Tests features [[stone]] with a [[snow layer]] texture overlay on it, despite this being impossible in-game.
== Gallery ==
<gallery>
Combatlogo.png|Promotional artwork released by Mojang alongside [[Combat Test 5]]
Combat test map banner.png|A screenshot of the combat test map released by Mojang.
</gallery>
== Notes ==
{{notelist}}
== References==
{{reflist|refs=
<ref name="Test1">{{reddit|c5mqwv||A custom Java Edition snapshot to test new combat mechanics|jeb_|June 26, 2019}}</ref>
<ref name="Test2">{{reddit|cqnp5b||Update: Custom Java Edition snapshot to test new combat mechanics (version 2)|jeb_|August 15, 2019}}</ref>
<ref name="Test3">{{reddit|dq2v7o||Updated Combat Test Snapshot (number 3) and a custom map for combat testing|jeb_|November 1, 2019}}</ref>
<ref name="Test4">{{reddit|e3gt34||Since doing something this the last minute on a Friday is a great idea: Combat Test Snapshot Number 4|jeb_|November 30, 2019}}</ref>
<ref name="Test5">{{reddit|epy4hv||Experimental Combat Snapshot - version 5|jeb_|January 17, 2020}}</ref>
<ref name="Test6">{{reddit|i5cvlh||Combat Test version 6|jeb_|August 7, 2020}}</ref>
<ref name="Test7">{{reddit|i9kdfh||Combat test snapshot version 7c|jeb_|August 14, 2020}}</ref>
<ref name="Test8">{{reddit|idvujw||Here we go again... Combat test snapshot 8b|jeb_|August 21, 2020}}</ref>
}}
== External links ==
* [https://piston-data.mojang.com/experiments/combat/5b0f9b66f0ece20b0a0305db7729c6b0a66ee3d3/Combat%20Test%20Map.zip Combat Test Map] made by Mojang.
== Navigation ==
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