Maces will incorrectly cause damage to the player when jumping after hitting an entity with them from ~4 blocks away from the ground.
Steps to reproduce:
Build a pillar
Spawn a mob next to it
Jump off from the pillar and hit the mob about 4 blocks away from the ground
Keep jumping once you hit the ground
Observed result:
You take damage every jump you do 3-4 times
Expected result:
You don't take damage while jumping after landing.
Linked issues
is duplicated by 1
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Comments 6
This is not about Wind Burst not negating fall damage. This is about successfully hitting the target but still ended up taking damage. The expected behaviour is that the smash attack should still trigger Wind Burst after killing the target. However, there are times where Wind Burst fail to activate (death screen does not show the character flying up), or the entity dying takes priority before Wind Burst activates.
i think this happens because unlike the mace smash attack which instantly resets fall damage upon hitting (which is disabled when using wind burst), wind burst has delay, so if you hit it too late, you'll take damage. due to this, no matter how precise you are, it is impossible to use wind burst without taking damage on small mobs like silverfish and baby zombies
for the first video, the bug is practically MC-272823 but for mace.
The expected behaviour is that the smash attack should still trigger Wind Burst after killing the target. However, there are times where Wind Burst fail to activate (death screen does not show the character flying up), or the entity dying takes priority before Wind Burst activates.
That is covered in MC-271658.
Wind burst does seem to launch the player up consistently now (MC-272823 seems fixed), but the player still takes damage. i have attached videos showing that without wind burst, hitting the mob properly prevents death. with wind burst, you can clearly see the burst happens and the players is launched upwards, but damage is taken immediately and the player dies. the game is slowed down and the mob gets hit as soon as possible, yet the player still dies. on mobs such as zombies, you may not die since they are taller and wind burst has more time to properly launch the player up.
This results in a mace with wind burst being worse in a lot of cases than without, since the core "if you hit, you survive" mechanic is gone
Wind Burst not negating fall damage is intended behavior; see MC-270687 and MC-269985.