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MCPE-242447

Evoker AI and spell mechanics are not functioning as intended

[Summary]

Evoker spell mechanics, cooldown timing, AI prioritization, and audio cues are broken (Regression since Bedrock v1.2)

[Description]

Overview:

In Bedrock Edition v1.1.0, the Evoker behaved similarly to Java Edition. However, starting around v1.2, changes to spell processing caused the Evoker's AI, cooldown timings, and sound events to break, leaving the mob significantly weaker and passive compared to its intended design.

  1. Spell Prioritization & Selection Logic

Java Edition: Upon acquiring a target, the Evoker always prioritizes Vex Summoning first (if the Vex cap has not been reached).

Bedrock Edition: Vex Summoning and Evoker Fangs are grouped into a single weighted choices structure, resulting in random spell selection rather than strict prioritization.

  1. Vex Summoning Timing & Audio Discrepancies

Java Edition:

Animation: Arms raised for 5s. Vexes appear 1s into the animation.

Audio: prepare.summon plays when raising arms, and cast.spell plays when Vexes appear.

Cooldown: 17s cooldown starts when arms are raised, leaving 12s of active movement/combat time (during which Fangs are cast).

Bedrock Edition:

Timing Bug: Vexes only appear 5s after raising arms (at the end of the animation). The 17s cooldown only starts AFTER the animation completes, forcing the Evoker into long passive delays.

Audio Bug: When Vexes appear, prepare.summon plays again instead of cast.spell.

  1. Evoker Fangs Timing & Audio Discrepancies

Java Edition:

Animation: Arms raised for 2s. Fangs appear after 1s.

Audio: prepare.attack plays when raising arms, and cast.spell plays when Fangs spawn.

Cooldown: 5s cooldown starts when arms are raised, resulting in 3s of active movement time before the next spell.

Bedrock Edition:

Timing Bug: Arms are raised for 2s and Fangs appear at 1s, BUT the 5s cooldown only begins after arms are lowered. This adds an extra 2s delay, causing 5s of total inaction.

Audio Bug: Line Fangs play cast.spell, Circle Fangs play prepare.attack, and no sound plays at all when the Fangs actually spawn.

  1. Shared Spell Lock vs. Independent Cooldowns

Java Edition: Vex and Fang cooldowns operate independently. While Vex Summoning is on its 17s cooldown, the Evoker actively casts Fangs.

Bedrock Edition: Spells are treated as a shared magic action. After summoning Vexes, the Evoker fails to seamlessly transition into Fang attacks during the Vex cooldown window.

Expected Behavior:

Bedrock Evoker spell behavior, animation-to-cooldown trigger points, spell independence, and audio events should be restored to match Java Edition (as originally intended in v1.1.0).

Comments 2

can confirm that the evoker in bedrock edition attacks very slowly compared to java

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vindi546

(Unassigned)

Unconfirmed

Multiple

26.45 Hotfix, 26.51 Hotfix

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