When testing the bogged attack interval, it is noticable that the bogged has the same attack interval as skeletons and strays. This is evident as the bogged.json behavior file has the exact lines of code with skeletons and strays.
Step to Reproduce
Put the bogged inside the box with a roof on top of it
Put the skeleton or stray on the other box
Get a shield
Switch to survival mode
Use your shield to defend yourself from the arrows
Watch how long the attack interval goes
Repeat the steps on skeleton and try to compare
❌ The attack interval is the same as the skeleton and not in parity with Java.
The lines of codes of the bogged.json behavior file:
[media]
Bedrock:
[media]
Java:
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Evidently, the bogged.json behavior file was copy-pasted from the stray.json behavior file and edited without accounting for the fact that skeleton and strays use mele attacks when underwater, as stated it the 1.5 changelog:
Skeletons and Strays will switch from ranged to melee attacks while underwater and switch back when out of water
Therefore the ranged_attack component that was inserted into the bogged components, which contains the 3.5 s interval, actually does nothing at all, because it is overwritten by the attack component groups at spawn.
Evidently, the bogged.json behavior file was copy-pasted from the stray.json behavior file and edited without accounting for the fact that skeleton and strays use mele attacks when underwater, as stated it the 1.5 changelog:
Skeletons and Strays will switch from ranged to melee attacks while underwater and switch back when out of water
Therefore the ranged_attack component that was inserted into the bogged components, which contains the 3.5 s interval, actually does nothing at all, because it is overwritten by the attack component groups at spawn.