mojira.dev

Glauberis

Assigned

No issues.

Reported

MC-276232 Extra arrow based enchantments do not affect skeletons Invalid MC-249547 Weapon cooldown charges very quickly, then continues charging normally Community Consensus

Comments

Resource pack + worldedit-equivalent mod (Axiom)

Also affects 1.21
It also seems that AbsorptionAmount is stored as a float while max_absorption is stored as a double?

Highly doubt its intentional because it feels weird to skip said percentage of attack cooldown in two ways

Hello tryashtar,

After doing some testing with entities with high absorption heart numbers, the damage appears to cap at 2048 using attribute modifiers (regardless if you put a million or a 32-bit integer in it), whereas with enchantments this number was generously limited at billions. This breaks a lot of things made with high enchantment levels prior to 1.17.1. For example, if a player had a map where there was an entity with 10 million (absorption) health and had sharpness 100000 sword, it would take reasonable amount of time to beat it, in current situation this map is broken because the entity is practically unbeatable. A valid counter-argument to this is to use smaller numbers, but what if the map is designed to have a progression of items with increasingly higher damage? Not that i am developing such map or anything but with a vast playerbase like this, it should be considered. I personally think this change (bugfix) did more harm than good and should be reverted, as a person which plays creative with friends it makes us be stuck to use 1.17 indefinitely.