Tipped arrows apply their effect even when an entity is invulnerable (ignores damage cooldown)
When an arrow hits an entity that is in its invulnerable state (when taking damage, an entity has 0.5 seconds where it is immune to all damage) the arrow itself dosen't deal damage, but it nonetheless applies it's tipped arrow effect to the entity it hit.
This can be replicated by summoning an iron golem, and with a regular bow, instant damage II arrows and a right click macro (even 3 cps is more than enough) and see how long it takes to kill compared to fully charged shots with the same bow and arrows.
This bug makes harming arrows almost work like stacked harming potions.
With crossbows its even more noticeable: use a multishot crossbow loaded with harming II arrows at point blank range; it will kill an iron golem in 2 shots and a fully armoured and gaped up player in only 1.
TL;DR : tipped arrows ignore damage cooldown when applying their effect
Note: this bug can also be replicated on mobile but it takes more time and effort
Created Issue:
Tipped arrows apply their effect even when an entity is invulnerable
When an arrow hits an entity that is in its invulnerable state (when taking damage, an entity has 0.5 seconds where it is immune to all damage) the arrow itself dosen't deal damage, but it nonetheless applies it's tipped arrow effect to the entity it hit.
This can be replicated by summoning an iron golem, and with a regular bow, instant damage II arrows and a right click macro (even 3 cps is more than enough) and see how long it takes to kill compared to fully charged shots with the same bow and arrows.
This bug makes harming arrows almost work like stacked harming potions.Note: this bug can also be replicated on mobile but it takes more time and effort
In other words tipped arrows apply their effect even when the player is in damage cooldown
When an arrow hits an entity that is in its invulnerable state (when taking damage, an entity has 0.5 seconds where it is immune to all damage) the arrow itself dosen't deal damage, but it nonetheless applies it's tipped arrow effect to the entity it hit.
This can be replicated by summoning an iron golem, and with a regular bow, instant damage II arrows and a right click macro (even 3 cps is more than enough) and see how long it takes to kill compared to fully charged shots with the same bow and arrows.
This bug makes harming arrows almost work like stacked harming potions.
With crossbows its even more noticeable: use a multishot crossbow loaded with harming II arrows at point blank range; it will kill an iron golem in 2 shots and a fully armoured and gaped up player in only 1.TL;DR : tipped arrows ignore damage cooldown when applying their effect
Note: this bug can also be replicated on mobile but it takes more time and effort
Tried it with a random tipped arrow (forgot effect but it wasn't instant health or regeneration). It took a Multishot crossbow 11 hits to kill an iron golem, which is the same as an ordinary arrow.
this also happens on java edition
relates to
Tipped arrows apply their effect even when an entity is invulnerable (ignores damage cooldown)
relates to
relates to
MCPE-142735
If an entity (lets take a player as an example) recieves damage on the same tick as it heals, it will not take damage nor knockback (unless its explosion kb). This can be easily replicated by having a friend hit you with a diamond sword while you have regeneration 5 applied and are not wearing any armor (by eating a notch apple): your friend will get the first hit, but wont be able to get any afterwards until you have healed back up to full harts. This is an extreme example of course but is a way of replicating it easily.
The only source of damage which seems to ignore this is the instant damage effect. The cause for this irregularity might be related to MCPE-39732
The difference with Java here has 2 causes:
- In Java, harming/healing tips cannot increase the total arrow damage above 12, according to https://minecraft.fandom.com/wiki/Arrow#Tipped_arrows. So on Java a Ravager takes 9 shots because floor(100 / 12) = 9. Bedrock does not have this limitation, so a harming II tipped arrow does base arrow damage + 16, and a Ravager takes 5 shots because floor(100 / 24) = 5.
- Tipped arrow effects ignore the damage cooldown (
MCPE-39732), so a full hit from a multishot crossbow with harming II arrows does 8 + 16 * 3 = 56 damage.
In the attached video and the Bedrock youtube video that you linked you are using Harming-tipped arrows. Most likely the harming damage is dealt first, and that triggers damage immunity which cancels the arrow damage. Prior to the 1.18.30 combat fixes, status effect damage did not trigger damage immunity (MCPE-39732).
Does arrow damage in your railgun work as expected if you use normal arrows, like in the Java Edition video you linked?
An easier way to reproduce it is to use a player in creative or any player when the pvp gamerule is disabled. This can be exploited to get free effects in survival (disabling pvp is not a cheat)
BTW the arrow is reflected from invulnreable entities and can be picked up if it hits the ground
Can confirm for 1.10, 1.10.1, and 1.11. On windows 10.
This is an easy bug to see when shooting shulkers that are closed, the arrows could pass right thru them or bounce off of them, and the shulker can still take damage/die if you use harming arrows. Try with crossbows as well. Weird stuff.
I'm not even sure whether the damage cooldown exists for potion effects. For example, eating a pufferfish can cause you to take damage more than 2 times per second, and totally ignores the 0.5s damage cooldown which I assume is intentional.
The issue relating to this is my post. Even when a tipped arrow is blocked with a shield, the player still gets the affect.
If a tipped arrow did not ignore the damage cooldown, then how would it ever work? The arrow damage would block the effect damage, or vice versa.