generic.knockbackResistance is percentage chance to ignore knockback, rather than being scaled
With the example bellow, the player who is holding/wearing the helmet rarely gets knocked, while most of the time he/she receives no knockback at all. This is of course not the intended result, as the player should be knocked back 50% as much as normal.
give @p 314 1 0 {AttributeModifiers:[
{AttributeName:"generic.knockbackResistance",Name:"generic.knockbackResistance",Amount:0.5,Operation:0,UUIDLeast:894654,UUIDMost:2872}]}
Linked Issues
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Created Issue:
generic.knockbackResistance values under 1.0 appear to affect likelihood rather than amount of knockback
With the example bellow, the player who is holding/wearing the helmet gets knocked back 50% of the time, while the other 50% he/she receives no knockback at all. This is of course not the intended result, as the player should be knocked back 50% as much as normal.
give @p 314 1 0 {AttributeModifiers:[
{AttributeName:"generic.knockbackResistance",Name:"generic.knockbackResistance",Amount:0.5,Operation:0,UUIDLeast:894654,UUIDMost:2872}]}
With the example bellow, the player who is holding/wearing the helmet gets knocked
back 50% of the time, while the other 50%he/she receives no knockback at all. This is of course not the intended result, as the player should be knocked back 50% as much as normal.give @p 314 1 0 {AttributeModifiers:[
{AttributeName:"generic.knockbackResistance",Name:"generic.knockbackResistance",Amount:0.5,Operation:0,UUIDLeast:894654,UUIDMost:2872}]}
With the example bellow, the player who is holding/wearing the helmet rarely gets knocked, while most of the time he/she receives no knockback at all. This is of course not the intended result, as the player should be knocked back 50% as much as normal.
give @p 314 1 0 {AttributeModifiers:[
{AttributeName:"generic.knockbackResistance",Name:"generic.knockbackResistance",Amount:0.5,Operation:0,UUIDLeast:894654,UUIDMost:2872}]}
ADDITION: Very strangely, if you wear this helmet while jumping up and down near a skeleton which is shooting at you, after a few attempts you can be launched FAR into the air.
generic.knockbackResistance values under 1.0appear to affect likelihood rather than amount of knockbackgeneric.knockbackResistance values under 1.0 function incorrectly and sporadically
This ticket is incomplete without the requested information, no response has been received within a reasonable time and we are assuming this is no longer an issue. If you are still experiencing this issue, we can reopen it at your request.
generic.knockbackResistancevalues under 1.0 function incorrectly and sporadicallygeneric.knockbackResistance is percentage chance to ignore knockback, rather than being scaled
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Repost of MC-44192 for bedrock edition
The bug
Mobs with knockback resistance (i.e. minecraft:knockback_resistance component) either ignore knockback entirely or take full knockback, determined randomly when hit. 0.5 knockback resistance doesn't result in 50% less knockback, it results in 50% full knockback, 50% none, which causes combat to be inconsistent and seem broken. Mobs with low knockback resistance can randomly tank a hit for no apparent reason.
How to reproduce
1. /summon ravager
2. Punch it several times
Expected results:
Ravager takes half the knockback of a normal mob
Actual results:
Ravager takes full knockback half the time, and zero knockback the other half the time
The bug
Due to the change (fix of MC-44192) in 20w06a, in which knockback resistance in now a scale instead of a probability, ravagers can easily be knocked back with a sword that has the knockback enchantment, which makes them slightly less tougher than before.
Not only this affects ravagers, but other mobs like hoglins and mobs with knockback resistance (via attirbutes and commands).
How to reproduce
- Have a sword with the Knockback (II) enchantment
- Spawn a ravager and kill it
→
Observe that the ravager always receive full knockback from the sword with the enchantment, rather than half the knockback.
Duplicate of MC-44192 which has been fixed
Still a concern in 1.7.5 and 08a
Yes it is. Please update.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases. If this has been done, we can reopen the issue.
Keep in mind that the "Resolved"-Status on this ticket just means "Answered", and that we are waiting for further information on whether this issue still exists or not. We will reopen it as soon as the requested information has been delivered.
Ticket resolved as incomplete, because no answer in a reasonable amount of time (1+ year), if it still happens, please update the ticket.
Reopened and confirmed, though this is fixed in the combat test snapshots. I thought there was another ticket for this, though I could not find it.