mojira.dev

Amethyst Enderdragon

Assigned

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Reported

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Comments

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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.

I don’t know if anyone has reported this.