mojira.dev
MCPE-174871

Damage per hit isn't calculated correctly when wearing armor

When a player is wearing armor, damage dealt by weapons is not calculated correctly.
Iron swords do not consistently deal the same damage on each hit on a player with iron armor, with it instead varying on each hit.
This does not apply to just iron swords and iron armor though, but it is the most noticeable there.

Steps to reproduce:

  1. Hit a player, who is wearing iron armor, with an iron sword.

  2. Check the players health after each hit, on hit 1 he should be dealt 1.5 hearts of damage, hits 2, 3 and 4 each deal 2 hearts just for it to revert back to 1.5 on hit 5.

For one thing: the damage should be consistently the same on each hit, it isn't

For the other thing: If each armor point is equal to 4% of damage resistance, then the 2 damage the sword deals are wrong. As it makes iron armor have 60% damage resistance, 60% of 7 isn't equivalent to 2 hearts however (4 damage points), its equivalent to 2.8 damage points, so 1.5 hearts. (1.4 hearts to be exact, but I assume the game would round that up)

A similar "phenomenon" can be observed when using any weapon on any armor stronger than leather.

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Comments 4

Thank you for your report!
We're tracking this issue in MCPE-166688, so this ticket is being resolved and linked as a duplicate.

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-- I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.

The difference between first and subsequent hits is reported on the ticket mentioned in the bot comment.

See https://minecraft.fandom.com/wiki/Armor#Damage_protection for how damage is actually calculated. A player using an iron sword against full iron armor should do 3.78 damage per hit, not 2.8. This rounds to 2 hearts for hits 1 and 2 and 1.5 hearts for hit 3.

You are aware bedrock edition, according to the same wiki you linked me, is supposed to be using a different system ([this system|https://minecraft.fandom.com/wiki/Armor/Old] and I grabbed that link directly from the wiki article you sent me) Where damage protection provided by each armor point is not interfered with in any way. And if the source YOU sent me says that, then I will stick to that. Not to mention that, for the system you claim it is to function, there are things missing on bedrock edition, such as armor toughness.

 

And also: if its supposed to be hit 3 that deals 1.5 hearts of damage, why is hit 1 doing that? Even if the system you claim is in place is in place, this does not make any sense at all.

 

Not to mention that, according to the system you claim is in place, that would mathematically leave a player in iron armor at approximately half a heart before the killing blow. Yet the player in the video is visibly at a higher health. A lot of the health values the player has do not align with what he should have by each hit. The ones on hits 1,2 and 3 aren't correct, only on hit 4 they are correct with how much damage the player should have received in total by that point, just for it to be wrong again on the next hit up until the player is killed.

In other words: even if the system you claim to be in place was in place (according to the source you provided, that is not the case), the damage values are still wrong, which implies there still very much is a bug in place. 

 

 

And to top this all off, this is just iron on iron I have shown here, iron on diamond, diamond on diamond, and several other combinations of weapons and armors (and their damage values) do not make sense in both: the alleged bedrock system, and the system you claim to be in place

Please see my comment on your newer report for a full reply. You may also read my comment on the older report I linked this one to, MCPE-166688. My statement about rounding in my previous comment on this report was incorrect with regard to how the game rounds displayed health. Actual health is not rounded to half-heart values at all.

Adrian

(Unassigned)

Unconfirmed

Windows

Windows 10

1.20.15 Hotfix

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