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MC-2675

Sprinting breaks feather falling

Sneaking or walking off a 64 block high tower with feather falling leaves you with 4.5 hearts left. Sprinting off the same tower kills you. (The game might calculate the horizontal distance also? If it does it shouldn't.) There is no height change between tests. I'm not sure if sprinting totally cancels feather falling out or just lessens it. It should not effect it. Also sometimes shifting and dropping off the same tower kills you.

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Comments 8

Rather, I've found that feather falling negates a varying amount of fall damage, rather than a solid percentage/amount each time. Perhaps this is the real problem?

That could be the case but 4.5 hearts is a huge difference. Whenever I jumped off, it was either 4.5 hearts or dead. Nothing in between.

I think it has to do with the same bug as sprint jumping of two block high things.

It seems feather falling takes horizontal distance into account and it shouldn't since you're falling from the same height.

Yes, there are some cases when you get 4.5 hearts instead of usual 2.5 for a 16 block fall (6.5 hearts w/o protection) with FF IV boots. However, these spikes happen with no regard to sprinting, but due to some randomness in armor protection formula. Anyways I can't hurt myself any more than 4 hearts for a fall, sprinting or not.

What is strange here is that spikes distribution is probably too far from what wiki implies. While it says 4% reduction per "EPF (18 in this case) .. multiplied by a random value between 50% and 100% .." (which leads to 36%..72% random reduction), I almost never get 3 and 3.5 hearts damage.

Update this please, to include version 1.6.2. I just got done with a round of testing (A mere 6 block fall can still cause damage, even with full Feather Falling on the boots, and full Protection on ALL pieces, sheesh!). There was a difference to the damage even if I was merely walking rather than dropping, it was throwing off my test results for a long time since I wasn't realizing that the walking was the variable.

I had to mince very delicately in little baby-steps off the edge in order to get the real damage (0-1/2 heart) vs still-slightly-walking damage (1/2 - 1 1/2 hearts). It even seems to sometimes affect you when throwing Ender Pearls, though my results were not consistent enough for me to log it as an official issue (Two times out of twenty, walking or running while throwing an Ender Pearl dealt me 1 heart of damage instead of 1/2).

Also, it seems that the protection value for Feather Falling cuts off abruptly at a certain point. In MCEdit, I upgraded my Feather Falling to level 127 (128 would make negative numbers due to RAM stuff), but it still afforded no more protection than Feather Falling IV. A real shame for those of us who use super-charged items in custom Adventure maps. Not sure when this became an issue, not sure if I'm allowed to consider it "nerfed", but I do remember Feather Falling protecting me 100 percent from VERY long falls in the past. Really sad that it doesn't now, especially if we're walking (which, face it, most of us are) when we drop down hills.

Is this still a concern in the current Minecraft version 14w18a / Launcher version 1.3.11 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

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Orion Humphrey

(Unassigned)

Unconfirmed

death, falling, feather, hearts

Minecraft 1.4.2, Minecraft 1.4.4, Snapshot 13w06a, Minecraft 1.5, Minecraft 1.6.2, Minecraft 1.7.2, Minecraft 13w48b, Minecraft 1.7.4, Minecraft 14w08a

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