The mechanics of totem is bad. If player takes two times of damage at the same tick, and damage 1 pops the totem, then damage 2 still can harm or kill the player. Despite single-player or multi-players. The players in video are offline accounts but it doesn’t affect reproducing.
Note 1: Tipped arrows with instant_damage 2 actually make two damage at the same tick, first the arrow, then the effect. Weak bowing attack does about 1 damage, so the effect does about 11 damage. Full charged bowing attack does 9 damage, so the effect can only does 3 damage, according to note 3, player has 6 health at the totem-popping tick.
Note 2: Entities has 0.5s-damage-resistant-time if they get damaged, so if they get shoot by the tipped arrow, first damage is arrow, second damage is (effects minus arrow).
Note 3: After popping a totem, player has health as below:
The popping totem tick: 1 + 8(absorption) = 9
Next tick: 1+ 8(absorption) + 1(regeneration) = 10
So if player takes fatal damage x, then take two damages x+9 and x+18 at the same tick, although has two totems, player can still be killed. So this can prove that these damages happen at 1 tick.
Video 1: 1 health player got attacked by the tipped arrow, and it popped a totem and died at the same tick. (arrow pops totem and effects killed player)
Video 2: 1 health player got attacked by the tipped arrow, and it popped 2 totems at the same tick. (arrow pops totem and effects pops another totem)
Video 3: 20 health player got attacked by /damage, 20 29 38 so player takes 20 9 9 damage at one tick, and it popped 2 totems then killed the player at the same tick. (20 damage pops totem, 9 damage pops another totem, 9 damage killed the player)
How to solve? Popping totem should protect player from more damages at the same tick.
Easiest method that doesn’t change any code: Totem gives player resistance 5 for 1 tick. Not just 40s regeneration 2 and 40s fire resistance 1.
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.
The mechanics of totem is bad. If player takes two times of damage at the same tick, and damage 1 pops the totem, then damage 2 still can harm or kill the player. Despite single-player or multi-players. The players in video are offline accounts but it doesn’t affect reproducing.
Note 1: Tipped arrows with instant_damage 2 actually make two damage at the same tick, first the arrow, then the effect. Weak bowing attack does about 1 damage, so the effect does about 11 damage. Full charged bowing attack does 9 damage, so the effect can only does 3 damage, according to note 3, player has 6 health at the totem-popping tick.
Note 2: Entities has 0.5s-damage-resistant-time if they get damaged, so if they get shoot by the tipped arrow, first damage is arrow, second damage is (effects minus arrow).
Note 3: After popping a totem, player has health as below:
The popping totem tick: 1 + 8(absorption) = 9
Next tick: 1+ 8(absorption) + 1(regeneration) = 10
So if player takes fatal damage x, then take two damages x+9 and x+18 at the same tick, although has two totems, player can still be killed. So this can prove that these damages happen at 1 tick.
Video 1: 1 health player got attacked by the tipped arrow, and it popped a totem and died at the same tick. (arrow pops totem and effects killed player)
Video 2: 1 health player got attacked by the tipped arrow, and it popped 2 totems at the same tick. (arrow pops totem and effects pops another totem)
Video 3: 20 health player got attacked by /damage, 20 29 38 so player takes 20 9 9 damage at one tick, and it popped 2 totems then killed the player at the same tick. (20 damage pops totem, 9 damage pops another totem, 9 damage killed the player)
How to solve? Popping totem should protect player from more damages at the same tick.
Easiest method that doesn’t change any code: Totem gives player resistance 5 for 1 tick. Not just 40s regeneration 2 and 40s fire resistance 1.