Can confirm in the current snapshot 26.1.
It won’t be noticed most of the time in vanilla game play. However, in datapack development, we need the area effective cloud that can offer instant damage effect for all the mobs whether they’re undead or not, but no status effect can achieve this and it brings so much inconvenience!
So I suggest MOJANG making dragon breath damage its own effect, just similar to the wither, it damages all the mobs including the undead mobs 3 * (2^levels) amount. And then make dragon breath cloud offer this effect instead of instant damage.
Can confirm in the current snapshot 26.1.
It won’t be noticed most of the time in vanilla game play. However, in datapack development, we need the area effective cloud that can offer instant damage effect for all the mobs whether they’re undead or not, but no status effect can achieve this and it brings so much inconvenience!
So I suggest MOJANG making dragon breath damage its own effect, just similar to the wither, it damages all the mobs including the undead mobs 3 * (2^levels) amount. And then make dragon breath cloud offer this effect instead of instant damage.
According to the comments below, this bug links to MC-272431. And it still exists in the current snapshot 26.1. In the file net/minecrat/world/entity/boss/EnderDragon.class, I found the code and marked it. 0.01 should be changed to 0.1
I used jd-gui-1.6.6.jar to open the current snapshot 26.1.jar. In the file net/minecrat/world/entity/boss/ender/EnderDragon.class, I found the code and marked it. So this bug can be confirmed in the newest version.
This bug may also leads to a strange attack. This attack can be named as the double swapping. This attack contains the attribute and cool down of the first weapon, then add the additional attack range of spear, and finally the enchantment of the third weapon.
Firstly wait the attack cool down completely, then stand 3-4.5 blocks away from the mob. Now player can only reach it through spear rather than sword.
tick 1: Switch to the spear (slot 8).
tick 2: Switch to slot 9 and attack at the same tick. In the first video slot 9 is a diamond sword with sharpness 4. In the second video slot 9 is hand.
In the first video, mob got a crit and lost 11.5 health. (Iron sword crit + Spear attack distance + sharpness 4 = 6*1.5 + 2.5 = 11.5). And only the diamond sword lost 1 durability.
In the second video, mob got a crit and lost 9.0 health. (Iron sword crit + Spear attack distance + Hand without enchantment = 6*1.5 + 0 = 9). And no weapon lost durability.
What is expected: Switching to spear and the third weapon leads the refresh of player’s attributes including the attack cool down, so the attack should be calculated as the 0% charged attack with the item in slot 9, and it will fail because player only has 3 blocks reach distance at this time.
In 26-1 snapshot, the enderdragon still behave like that after 1.14 version. So this bug DO EXIST in current snapshot. But I can’t find the code showed above in 26-1.jar. Can someone find the path of the class file containing these code?
This datapack can fix this bug: https://modrinth.com/datapack/dragon-movement-fix.
Can confirm in 1.21.11 rc-1.
Because of this bug, player can use spear to increase the attack range and decrease the cool down after a lunging from spear.
After 1.21.9, player can bind a slot and attack to the same button, so they can ALWAYS TRIGGER this bug. Not only for breach swapping of mace but also increasing attack range from spear that recently added.
Another bug may also relate to MC-28289 .If a player mine a instant-mining block like grass, the attack cool down will reset but the indicator will not.
I don’t know if anyone has reported this.
Can confirm in 25w46a
Still not fixed
Because of this bug, the refreshing of attributes always gets delayed, and the indicator also can’t recognize some different items. By the way, it can be confirmed in 1.21.11 rc-2, 1.21.11 rc-3, 26.1-snapshot 1, 26.1-snapshot 2.
0:00-0:13 Switching between two different items (same name but one has enchantment and the other don’t), the indicator will still keep recharging, and finally player can make a full charged attack. So why the indicator do not reset?
0:14-0:19 Switching between two items, for the next 2 ticks the indicator recharges at the speed of the first item rather than that player holds. This leads to the “shake“ of the indicator. So why it behaves that strange?
I believe some staffs have tried to fix it several months ago but maybe they encountered some difficulties. So this part of aged code is actually in a mess.