mojira.dev
MC-249547

Weapon cooldown charges very quickly, then continues charging normally

Weapon cooldown charges very quickly, charging to half-full attack cooldown in the first few frames. After it charges to full after those couple of tenths of a second, weapon continues charging as normal.

Steps to Reproduce:
1. Get any tool/weapon with non-default attack charging time, i.e. an axe in slot 1
2. Have your selected inventory slot to not be the tool/weapon, i.e. slot 2
3. Scroll/press hotkey to go to the slot with your tool/weapon, i.e. slot 2 to slot 1
4. Attacking during the split second will deal more damage than minimum charge time intends to (~2% damage for axes). Attack strength is about 30 to 50% of charge meter using 60hz monitor (up to 40% damage for axes, which is 20x more damage than intended).

If you replaced step 2 to be the exact tool/weapon type, and you fully charged it, you have a split second to completely skip the attack charge whilst retaining the slot 2 weapons charge. Especially noticeable with attribute weapons whose attack speed attribute is set to be close to -100%, note that this is achievable fully without attribute modifiers.

Clearly an oversight, if i had to guess, game attempts to take the previous items/hands cooldown and apply its charging speed onto the new weapon/tool, until the game realizes that is not what is supposed to happen and continues with intended charge speed after some frames.

Note: for creative uses and attack attributes, this is very exploitable for slow attack speed high damage weapons, since either same weapon type can be used to get 100% charge easier and more consistently, or a near instant-attack speed item, e.g. empty or a stick, can be swapped from active slot back and forth to spam up to 50% charge meter worth of damage, albeit less consistently (would be used if the same weapon type is impossible to get). tl;dr exploitable in maps, minigames, etc. as an unfair damage advantage.

Also affects:
1.16.4, 1.17.1

Bug probably affects all versions since 1.9 combat update.

Linked issues

Comments 4

IIRC there were a lot of tweaks to that mechanic back in the 1.9 snapshots so I think it's reasonable to say that this is most likely intentional.

But changelogs back then didn't mention smaller tweaks like this so we don't know for sure.

Highly doubt its intentional because it feels weird to skip said percentage of attack cooldown in two ways

Can confirm in 1.20.3

This issue seems to relate very closely to MC-87227. I am personally unable to call whether or not it would duplicate, but the two describe very similar behavior.

Glauberis

(Unassigned)

Community Consensus

Gameplay

Normal

Combat

1.18.2, 1.20.3

Retrieved