Fusion Fusion
- Fusion035
- JIRAUSER738286
- Europe/Stockholm
- Yes
- No
End crystals are knocking people upwards when if they are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1. Give yourself resistance 255 orany other wayto stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.
(the bugged knockback will be a lot more severe if netherite is not worn due to the knockback resistance the armor gives).Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0&t=20sEnd crystals are knocking people upwards when if they are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1. Give yourself resistance 255 or do anything else to stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.
(the bugged knockback will be a lot more severe if netherite is not worn due to the knockback resistance the armor gives).Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0&t=20s
End crystals are knocking people upwards when if they are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1. Give yourself resistance 255 or do anything else to stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.
(the bugged knockback will be a lot more severe if netherite is not worn due to the knockback resistance the armor gives).Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0&t=20s
End crystals are knocking people upwards when if the
yare above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.How to reproduce:
1. Give yourself resistance 255 or do anything else to stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.
(the bugged knockback will be a lot more severe if netherite is not worn due to the knockback resistance the armor gives).Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0End crystals are knocking people upwards when if the crystals are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1. Give yourself resistance 255 or do anything else to stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.The bugged knockback will be a lot more severe if netherite armor is not worn due to the knockback resistance the armor gives.
Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0
End crystals are knocking people upwards when
ifthe crystals are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.How to reproduce:
1. Give yourself resistance 255 or do anything else to stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.The bugged knockback will be a lot more severe if netherite armor is not worn due to the knockback resistance the armor gives.
Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0End crystals are knocking people upwards even when the crystals are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1. Give yourself resistance 255 or do anything else to stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.The bugged knockback will be a lot more severe if netherite armor is not worn due to the knockback resistance the armor gives.
Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0
End crystals are knocking people upwards even when the crystals are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1.Give yourself resistance 255 or do anything else to stop yourself from dying.
2. Put on some netherite armor.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.The bugged knockback will be a lot more severe if netherite armor is not worn due to the knockback resistance the armor gives.
Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0End crystals are knocking people upwards even when the crystals are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1. Put on some netherite armor.
2. Give yourself resistance level 255 or do anything else to stop yourself from dying like eating golden apples.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.The bugged knockback will be a lot more severe if netherite armor is not worn due to the knockback resistance the armor gives.
Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0
End crystals are knocking people upwards even when the crystals are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
1. Put on some netherite armor.
2. Give yourself resistance level 255 or do anything else to stop yourself from dying like eating golden apples.
3. Get yourself in survival mode.
4. Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.The bugged knockback will be a lot more severe if netherite armor is not worn due to the knockback resistance the armor gives.
Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0End crystals are knocking people upwards even when the crystals are above their feet (which won't do much damage if you have the correct gear just like in the video below). It's as if these players are taking the same type of knockback as when a player hits them.
How to reproduce:
- Put on some netherite armor.
- Give yourself resistance level 255 or do anything else to stop yourself from dying like eating golden apples.
- Get yourself in survival mode.
- Place an obsidian in the same level as your feet, and spam place and break end crystals on that obsidian.
The bugged knockback will be a lot more severe if netherite armor is not worn due to the knockback resistance the armor gives.
Here's a video as a demonstration:
https://www.youtube.com/watch?v=6TdEQN0EuB0
The Bug:
Totem of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your ping is and how much the server you play on is lagging.Steps to Reproduce:
Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
Get yourself some obsidian, end crystals and a totem of undying.
Place the obsidian and and an end crystal on it.
Then switch to your totem of undying and detonate it immediately after.Solution
It could be fixed by making it so that the server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.
The result of this solution would be that all players regardless of their latency and server lag has exactly the same amount of time to switch to totem before they die.The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp. I think that the delay would be perfect at 0.2 seconds (visualised in one of the videos below) to keep retoteming skillful for all players.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
It would be very helpful if clips are posted showing more severe totem of undying ghosts.
Totem of Undyingsdon't work if you switch to it right before you dieTotems of Undying don't work if you switch to it right before you die
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your ping is and how much the server you play on is lagging.Steps to Reproduce:
Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
Get yourself some obsidian, end crystals and a totem of undying.
Place the obsidian and and an end crystal on it.
Then switch to your totem of undying and detonate it immediately after.Solution
It could be fixed by making it so that the server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.
The result of this solution would be that all players regardless of their latency and server lag has exactly the same amount of time to switch to totem before they die.The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp. I think that the delay would be perfect at 0.2 seconds (visualised in one of the videos below) to keep retoteming skillful for all players.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
It would be very helpful if clips are posted showing more severe totem of undying ghosts.
Totems ofUndying don't work if you switch to it right before you dieTotems of undying don't work if you switch to it right before you die
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your ping is and how much the server you play on is lagging.Steps to Reproduce:
Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
Get yourself some obsidian, end crystals and a totem of undying.
Placetheobsidian andandan end crystal on it.
Then switch to your totem of undying and detonate it immediately after.Solution
It could be fixed by making it so that the server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.
The result of this solution would be that all players regardless of their latency and server lag has exactly the same amount of time to switch to totem before they die.The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp. I think that the delay would be perfect at 0.2 seconds (visualised in one of the videos below) to keep retoteming skillful for all players.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
It would be very helpful if clips are posted showing more severe totem of undying ghosts.
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
Get yourself some obsidian, end crystals and a totem of undying.
Place an obsidian and an end crystal on it.
Then switch to your totem of undying and detonate it immediately after.Solution
It could be fixed by making it so that the server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.
The result of this solution would be that all players regardless of their latency and server lag has exactly the same amount of time to switch to totem before they die.The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp. I think that the delay would be perfect at 0.2 seconds (visualised in one of the videos below) to keep retoteming skillful for all players.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
It would be very helpful if more clips are posted showing more severe totem of undying ghosts.
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
Get yourself some obsidian, end crystals and a totem of undying.
Place an obsidian and an end crystal on it.
Then switch to your totem of undying and detonate it immediately after.Solution
It could be fixed by making it so that the server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result of this solution would be that all players regardless of their latency and server lag has exactly the same amount of time to switch to totem before they die.
The thing with this bug is that there MUST be adelay to switch to totem. Otherwisepeople wouldbe invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp. I think that the delay would be perfect at 0.2 seconds (visualised in one of the videos below) to keep retoteming skillful for all players.Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
It would be very helpful if more clips are posted showing more severe totem of undying ghosts.
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying.
Place an obsidian and an end crystal on it.- Switch to your totem of undying and detonate it immediately after.
Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server lag will have exactly the same amount of time to switch to totem before they die.
Why this solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation where totem switching speeds matter is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of kill someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
It would be very helpful if more clips are posted showing more severe totem of undying ghosts.
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying.
Place an obsidian and an end crystal on it.- Switch to your totem of undying and detonate it immediately after.
Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server lag will have exactly the same amount of time to switch to totem before they die.
Why this solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation where totem switching speeds matter is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of kill someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
It would be very helpful if more clips are posted showing more severe totem of undying ghosts.
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying.
Place an obsidian and an end crystal on it.- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player.
Actual behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server lag will have exactly the same amount of time to switch to totem before they die.
Why this solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation where totem switching speeds matter is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of kill someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying.
Place an obsidian and an end crystal on it.- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player.
Actual
behavior:The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server
lag will have exactly the same amount of time to switch to totem before they die.Why
thissolution?The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation whe
re totem switching speeds matteris while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of kill someone who is holding a totem in their offhand. The video below this explains what d-taps are:https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video
of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
Here's a video showing how 30, 50, 100, 150 and 200ms looks like:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay of this would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation when it comes to switching to your totem quickly is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of killing someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is around 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap instead, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things or just enough attention overall.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 250ms and 200ms looks like (I put 200ms just in case):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay of this would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation when it comes to switching to your totem quickly is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of killing someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is around 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap instead, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things or just enough attention overall.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 250ms
and 200ms looks like (I put 200ms just in case):
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay of this would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation when it comes to switching to your totem quickly is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of killing someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is around 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap instead, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things or just enough attention overall.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 250ms looks like:
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. It becomes a lot more severe depending on how high your latency (or ping) is and how much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
The Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay of this would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation when it comes to switching to your totem quickly is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of killing someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is around 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap instead, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things or just enough attention overall.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 250ms looks like:
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die.It becomes a lot more severe depending on how high your latency(or ping)isandhow much the server you play on is lagging.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
The Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay of this would be very good at 0.25 seconds. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation when it comes to switching to your totem quickly is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of killing someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is around 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap instead, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things or just enough attention overall.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 250ms looks like:
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. The more latency you have (or ping) and the more server-lag there is, the bigger the delay.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
The Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.
The delay of this would be very good at 0.25 seconds for pvp. Why this delay specifically? The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation when it comes to switching to your totem quickly is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of killing someone who is holding a totem in their offhand. The video below this explains what d-taps are:
https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is around 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap instead, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things or just enough attention overall.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 250ms looks like:
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. The more latency you have (or ping) and the more server-lag there is, the bigger the delay.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
The Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem
. Otherwise people would be invincible, and in end crystal pvp people currently aren't. It's just that the latency of a player and the server lag shouldn't decide what the delay to switch to totem should be. Too low of a delay to switch to totem would take away the skill of switching to totem in time in end crystal pvp.The delay of this would be very good at 0.25 seconds for pvp. Why this delay specifically?
The reaction time of an average gamer is around 0.2 seconds or 200 milliseconds. The situation that is unarguably the single most crucial situation when it comes to switching to your totem quickly is while you are getting double end crystal tapped (or d-tapped for short), which is the fastest way of killing someone who is holding a totem in their offhand. The video below this explains whatd-tapsare:https://www.youtube.com/watch?v=4LN5Uf7KHW0
But here's the thing. D-taps always happen exactly 0.5 seconds or a few milliseconds after. So if there was no delay to switch to totem people would have 500 milliseconds of time to react. This is WAY too much considering, again, that the average gamer's reaction time is around 200ms. Adding a 250ms delay gives a player a time of 250ms to react to a d-tap instead, which rewards people who pay attention to the game and punishes people who are not paying attention to the right things or just enough attention overall.
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 250ms looks like:
Here's a video of somebody else dying to it (the server lag is realistic, but that player was playing in his own region (North America) so he was getting a low latency:
The Bug:
Totems of undyings don't work if you switch to it too slowly before you die. The more latency you have (or ping) and the more server-lag there is, the bigger the delay.Steps to Reproduce:
- Join any server that you get a high latency on (by for example joining a server hosted in North America while you live in any other region outside of it like Europe).
- Get yourself some obsidian, end crystals and a totem of undying
- Place an obsidian and an end crystal on it.
- Switch to your totem of undying and detonate it immediately after.
Expected Behavior:
Switching to totem should be the same for every player to keep things fair.
Actual Behavior:
The delay to switch to totem is different depending on what your latency to your server is, and how much server-lag there is.
The Solution
The server-side waits for the "switch to totem" packet for a specific amount of time + the latency of the player that died. For example the server-side could wait for exactly 30ms + 109ms from the player's latency.The result? All players regardless of their latency and server-lag will have exactly the same amount of time to switch to totem before they die.
Why This Solution?
The thing with this bug is that there MUST be a delay to switch to totem otherwise people would be invincible. The latency of a player and the server lag will make it unfair for people with high latency.
The delay of this would be very good at 0.25 seconds for pvp. Why this delay specifically? It's because of d-taps which is a method of quickly killing someone holding a totem with end crystals. A delay of 0.25 seconds will give people 0.25 seconds to react which is close to the average reaction time, again because of d-taps.
Well, what is a d-tap? A d-tap is a technique used in end crystal PvP to quickly kill someone holding a totem of undying. When you hit someone with a sword their body goes red (called a damage tick). You then combine the damage from you sword with 1 end crystal within the same damage tick. After their damage tick ends you crystal them again which will kill them.
Here's a video which explains more about d-taps / 2-taps https://www.youtube.com/watch?v=4LN5Uf7KHW0
Footage
Here's a video of me reproducing the bug (it's not a very good video because that's not the delay that people usually have to deal with since I was the only one online and the server wasn't lagging whatsoever):
Here's a video showing how 0.25 or 250ms looks like:
The Bug:
End crystals do less damage than usual in 1.19.3 and beyond, due to them always doing the same damage as the normal difficulty, even when the difficulty is set to anything else, such as hard, peaceful, or easy.
This is what the damage looks like when you stand in the middle of one:
1.19.2 and previous versions:
Peaceful: 0 hp / 0 full heartsEasy: 43.5 hp/ 21.75 full hearts
Normal: 85 hp / 42.5 full hearts
Hard: 127.5 hp / 63.75 full hearts
1.19.3:
Peaceful: 85 hp / 42.5 full hearts
Easy: 85 hp / 42.5hp full hearts
Normal: 85 hp / 42.5 hp full hearts
Hard: 85 hp hp / 42.5 hp full hearts
Steps to reproduce:
- Set the difficulty to anything other than normal, such as hard, peaceful, or easy.
- Spawn an end crystal.
- Observe that the end crystal does the same damage as it would on normal difficulty.
This bug is related to the following bug:
MC-198809Blast Protection does not reduce explosion knockback except at very high levels.The Bug:
End crystals do less damage than usual in 1.19.3 and beyond, due to them always doing the same damage as the normal difficulty, even when the difficulty is set to anything else, such as hard, peaceful, or easy.
This is what the damage looks like when you stand in the middle of one:
1.19.2 and previous versions:
Peaceful: 0 hp / 0 full heartsEasy: 43.5 hp/ 21.75 full hearts
Normal: 85 hp / 42.5 full hearts
Hard: 127.5 hp / 63.75 full hearts
1.19.3:
Peaceful: 85 hp / 42.5 full hearts
Easy: 85 hp / 42.5hp full hearts
Normal: 85 hp / 42.5 hp full hearts
Hard: 85 hp hp / 42.5 hp full hearts
Steps to reproduce:
- Set the difficulty to anything other than normal, such as hard, peaceful, or easy.
- Spawn an end crystal.
- Observe that the end crystal does the same damage as it would on normal difficulty.
This bug is related to the following bug:
MC-198809Blast Protection does not reduce explosion knockback except at very high levels.
The Bug:
End crystals do less damage than usual in 1.19.3 and beyond, due to them always doing the same damage as the normal difficulty, even when the difficulty is set to anything else, such as hard, peaceful, or easy.
This is what the damage looks like when you stand in the middle of one:
1.19.2 and previous versions:
Peaceful: 0 hp / 0 full heartsEasy: 43.5 hp/ 21.75 full hearts
Normal: 85 hp / 42.5 full hearts
Hard: 127.5 hp / 63.75 full hearts
1.19.3:
Peaceful: 85 hp / 42.5 full hearts
Easy: 85 hp / 42.5hp full hearts
Normal: 85 hp / 42.5 hp full hearts
Hard: 85 hp hp / 42.5 hp full hearts
Steps to reproduce:
- Set the difficulty to anything other than normal, such as hard, peaceful, or easy.
- Spawn an end crystal.
- Observe that the end crystal does the same damage as it would on normal difficulty.
This bug is related to the following bug:
MC-198809Blast Protection does not reduce explosion knockback except at very high levels.The Bug:
End crystals do less damage than usual in 1.19.3 and beyond, due to them always doing the same damage as the normal difficulty, even when the difficulty is set to anything else, such as hard, peaceful, or easy.
This is what the damage looks like when you stand in the middle of one:
1.19.2 and previous versions:
Peaceful: 0 hp / 0 full heartsEasy: 43.5 hp/ 21.75 full hearts
Normal: 85 hp / 42.5 full hearts
Hard: 127.5 hp / 63.75 full hearts
1.19.3:
Peaceful: 85 hp / 42.5 full hearts
Easy: 85 hp / 42.5hp full hearts
Normal: 85 hp / 42.5 hp full hearts
Hard: 85 hp hp / 42.5 hp full hearts
Steps to reproduce:
- Set the difficulty to anything other than normal, such as hard, peaceful, or easy.
- Spawn an end crystal.
- Observe that the end crystal does the same damage as it would on normal difficulty.
Expected behavior:
The damage from an end crystal should do the same as on version 1.19.2 and before that
Actual behavior:
The same damage that end crystals do on normal difficulty is the same as on other difficulties
This bug is related to the following bug:
MC-198809Blast Protection does not reduce explosion knockback except at very high levels.
The Bug:
End crystals do less damage than usual in 1.19.3 and beyond, due to them always doing the same damage as the normal difficulty, even when the difficulty is set to anything else, such as hard, peaceful, or easy.
This is what the damage looks like when you stand in the middle of one:
1.19.2 and previous versions:
Peaceful: 0 hp / 0 full heartsEasy: 43.5 hp/ 21.75 full hearts
Normal: 85 hp / 42.5 full hearts
Hard: 127.5 hp / 63.75 full hearts
1.19.3:
Peaceful: 85 hp / 42.5 full hearts
Easy: 85 hp / 42.5hp full hearts
Normal: 85 hp / 42.5 hp full hearts
Hard: 85 hp hp / 42.5 hp full hearts
Steps to reproduce:
- Set the difficulty to anything other than normal, such as hard, peaceful, or easy.
- Spawn an end crystal.
- Observe that the end crystal does the same damage as it would on normal difficulty.
Expected behavior:
The damage from an end crystal should do the same as on version 1.19.2 and before that
Actual behavior:
The same damage that end crystals do on normal difficulty is the same as on other difficulties
This bug is related to the following bug:
MC-198809Blast Protection does not reduce explosion knockback except at very high levels.The Bug:
End crystals do less damage than usual in 1.19.3 and beyond, due to them always doing the same damage as the normal difficulty, even when the difficulty is set to anything else, such as hard, peaceful, or easy.
This is what the damage looks like when you stand in the middle of one:
1.19.2 and previous versions:
Peaceful: 0 hp / 0 full heartsEasy: 43.5 hp/ 21.75 full hearts
Normal: 85 hp / 42.5 full hearts
Hard: 127.5 hp / 63.75 full hearts
1.19.3:
Peaceful: 85 hp / 42.5 full hearts
Easy: 85 hp / 42.5hp full hearts
Normal: 85 hp / 42.5 hp full hearts
Hard: 85 hp hp / 42.5 hp full hearts
Steps to reproduce:
- Set the difficulty to anything other than normal, such as hard, peaceful, or easy.
- Spawn an end crystal.
- Observe that the end crystal does the same damage as it would on normal difficulty.
Expected behavior:
The damage from an end crystal should do the same as on version 1.19.2 and before that
Actual behavior:
The same damage that end crystals do on normal difficulty is the same as on other difficulties
This bug is related to the following bug:
MC-198809Blast Protection does not reduce explosion knockback except at very high levels.
Description: When assigning the attack/destroy key or the use item/place blocks key to a key from a keyboard instead of a mouse, it rapidly repeats that action if held.
Steps to reproduce:
- Go to the
controls menu and assign the attack/destroy key or the use item/place blocks key to a key on the keyboard.- Hold down the assigned key and observe the rapid repetition of the action.
Expected behavior: The action should not repeat itself when the assigned key is held down.
Actual behavior: The action rapidly repeats itself when the assigned key is held down.
The bug: When assigning the attack/destroy key or the use item/place blocks key to a key from a keyboard instead of a mouse, it rapidly repeats that action if held.
Steps to reproduce:
- Go to the key binds menu and assign the attack/destroy key or the use item/place blocks key to a key on the keyboard.
- Hold down the assigned key and observe the rapid repetition of the action.
Expected behavior: The action should not repeat itself when the assigned key is held down.
Actual behavior: The action rapidly repeats itself when the assigned key is held down.
The vanilla game has built-in macroPlace blocks + Attack actions is repeatable like macro at lightning speeds
Place blocks + Attackactionsis repeatable like macro at lightning speeds
The bug: Holding F3 + A and not letting go gives you the ability to clearly see nametags and particles through blocks like from players or lava particles for example.
Steps to reproduce:
Putplayers/mobs with nametags and lava where you can't see them- Hold F3 + A to x-ray through blocks to see players/mobs and lava (make sure you aren't too far away).
Expected behavior: You can't see anything through the blocks, not even nametags so you can't see those easier due to the contrast from the sky/void.
Actual behavior: You are able to see particles through walls and nametags a lot easier as if there aren't any blocks in between.
The bug: Holding F3 + A and not letting go gives you the ability to clearly see nametags and particles through blocks like from players or lava particles for example.
Steps to reproduce:
- Move players/mobs with nametags and lava where you can't see them
- Hold F3 + A to x-ray through blocks to see players/mobs and lava (make sure you aren't too far away). If you computer freezes try lowering the render distance.
Expected behavior: You can't see anything through the blocks, not even nametags so you can't see those easier due to the contrast from the sky/void.
Actual behavior: You are able to see particles through walls and nametags a lot easier as if there aren't any blocks in between.
The bug: Holding F3 + A and not letting go gives you the ability to clearly see nametags and particles through blocks like from players or lava particles for example.
Steps to reproduce:
- Move players/mobs with nametags and lava where you can't see them
- Hold F3 + A to x-ray through blocks to see players/mobs and lava (make sure you aren't too far away). If you computer freezes try lowering the render distance.
Expected behavior: You
can'tsee anything throughtheblocks, not even nametags so you can't see those easier due to the contrast from the sky/void.Actual behavior: You are able to see particles through walls and nametags a lot easier as if there aren't any blocks in between.
The bug: Holding F3 + A and not letting go gives you the ability to clearly see nametags and particles through blocks like from players or lava particles for example.
Steps to reproduce:
- Move players/mobs with nametags and lava where you can't see them
- Hold F3 + A to x-ray through blocks to see players/mobs and lava (make sure you aren't too far away). If you computer freezes try lowering the render distance.
Expected behavior: You shouldn't be able to see anything through blocks, not even nametags so you can't see them easier due to the contrast from the sky/void.
Actual behavior: You are able to see particles through walls and nametags a lot easier as if there aren't any blocks in between.
The bug: Unlike placing and breaking blocks on your screen, end crystals aren't that fast on your screen when you have high latency (or ping).
Steps to reproduce:
- Join a server outside of your own continent (like joining a North American server as a European for example)
- Notice how placing and breaking your end crystal are a lot slower than placing and breaking blocks
Please consider the fact that server-lag is also a big factor here. For example a server with 60 players on will have a lot slower crystals than a server with 2 players on.
For a more severe effect try joining an Australian server as a European, as a North American, etc so that your latency will be above 200ms.
Expected behavior:
Your placing and breaking speeds for your crystals on your screen should be the same as placing and breaking blocks if your latency is high.Actual behavior: Server-lag and your latency affect your crystal speeds.
The bug: Unlike placing and breaking blocks on your screen, end crystals aren't that fast on your screen when you have high latency (or ping).
Steps to reproduce:
- Join a server outside of your own continent (like joining a North American server as a European for example)
- Notice how placing and breaking your end crystal are a lot slower than placing and breaking blocks
Please consider the fact that server-lag is also a big factor here. For example a server with 60 players on will have a lot slower crystals than a server with 2 players on.
For a more severe effect try joining an Australian server as a European, as a North American, etc so that your latency will be above 200ms.
Expected behavior: Your placing and breaking speeds for your crystals on your screen should be the same as placing and breaking blocks if your latency is high. The result? There will be a delay after detonating your crystal but your crystal speeds will be unaffected.
Actual behavior: Server-lag and your latency affect your crystal speeds.
The bug: Unlike placing and breaking blocks on your screen, end crystals aren't that fast on your screen when you have high latency (or ping).
Steps to reproduce:
- Join a server outside of your own continent (like joining a North American server as a European for example)
- Notice how placing and breaking your end crystal are a lot slower than placing and breaking blocks
Please consider the fact that server-lag is also a big factor here. For example a server with 60 players on will have a lot slower crystals than a server with 2 players on.
For a more severe effect try joining an Australian server as a European, as a North American, etc so that your latency will be above 200ms.
Expected behavior: Your placing and breaking speeds for your crystals on your screen should be the same as placing and breaking blocks if your latency is high.
The result? There will be a delay after detonating your crystal but your crystal speeds will be unaffected.Actual behavior: Server-lag and your latency affect your crystal speeds.
The bug:
Double tapping (d-tapping / 2-tapping) someone with blast protection 4 armor using end crystals makes them fall down a lot faster than they should be.
What is d-tap? A d-tap is a technique used in end crystal PvP to quickly kill someone holding a totem of undying. When you hit someone with a sword their body goes red (called damage tick). You then combine the damage from you sword with 1 end crystal within the same damage tick. After their damage tick ends you crystal them again which will kill them.
Here's a video of the bug: https://youtu.be/MG2UHmturvM
Here's a video which explains more about d-taps / 2-taps https://www.youtube.com/watch?v=4LN5Uf7KHW0
Expected behavior:
They should fall down slightly slower if they get d-tapped than if they get hit with 1 crystal.
Actual behavior:
They fall down way too fast if you d-tap them.
The bug:
Double tapping (d-tapping / 2-tapping) someone with blast protection 4 armor using end crystals makes them fall down a lot faster than they should be.
What is d-tap? A d-tap is a technique used in end crystal PvP to quickly kill someone holding a totem of undying. When you hit someone with a sword their body goes red (called damage tick). You then combine the damage from you sword with 1 end crystal within the same damage tick. After their damage tick ends you crystal them again which will kill them.
Here's a video of the bug: https://youtu.be/MG2UHmturvM
Here's a video which explains more about d-taps / 2-taps https://www.youtube.com/watch?v=4LN5Uf7KHW0
Expected behavior:
They should fall down slightly slower if they get d-tapped than if they get hit with 1 crystal.
Actual behavior:
They fall down way too fast if you d-tap them.
The bug:
End crystals don't place right before you left click. It seems like you have to wait for around 0.1 seconds before you can click. Not very good if you wanna place and break crystals as fast as possible for crystal pvp.
Steps to reproduce:
1. Place an obsidian and a crystal on it
2. While holding your crystals, break and try to place immediately
The bug:
End crystals don't place right before you left click. It seems like you have to wait for around 0.1 seconds before you can click. Not very good if you wanna place and break crystals as fast as possible
forcrystal pvp.Steps to reproduce:
1. Place an obsidian and a crystal on it
2. While holding your crystals, break and try to place immediately
The bug:
End crystals don't place right before you left click. It seems like you have to wait for around 0.1 seconds before you can click. Not very good if you wanna place and break crystals as fast as possible in crystal pvp.
Steps to reproduce:
1. Place an obsidian and a crystal on it
2. While holding your crystals, break and try to place immediately
The bug:
End crystals don't place right before you left click.
It seems like you have to wait for around 0.1 seconds before you can click.Not very good if you wanna place and break crystals as fast as possible in crystal pvp.Steps to reproduce:
1. Place an obsidian and a crystal on it
2. While holding your crystals, break and try to place immediately
The bug:
When you double click an item in your inventory in the same slot, the first click is normal but the second click doesn't put it back in the same slot.
Video:
Here's a video demonstrating the bug:
The bug:
Left clicking then right clicking immediately to place an end crystal does not work. This bug ruins the placing and breaking speeds of a crystal pvper when they're trying to do so with crystals.
Steps to reproduce:
- Place an obsidian
- While holding an end crystal, left click then immediately right click and observe how the end crystal doesn't even place on the obsidian.
Video:
Here's a video showing the bug:
The bug:
Left clicking then right clicking immediately to place an end crystal does not work. This bug ruins the placing and breaking speeds of a crystal pvper when they're trying to do so with crystals.
Steps to reproduce:
- Place an obsidian
- While holding an end crystal, left click then immediately right click and observe how the end crystal doesn't even place on the obsidian
.Video:
Here's a video showing the bug:
The bug:
Left clicking then right clicking immediately to placeanend crystaldoesnot work.This bugruins the placing and breaking speeds of acrystalpvper when they're trying to do so with crystals.Steps to reproduce:
- Place an obsidian
- While holding an end crystal, left click then
immediatelyright click andobserve how the end crystal doesn'tevenplace on the obsidianVideo:
Here's a video showing the bug:
The bug:
Holding left click on an obsidian block with end crystals and placing the end crystals does not work. This makes left clicking then right clicking immediately to place the end crystal not work. It also ruins the placing and breaking speeds of a Crystal PvPer when they're trying to do so with crystals.
Steps to reproduce:
- Place an obsidian
- While holding an end crystal, hold left click then try to right click and see how the end crystal doesn't place on the obsidian
Video:
Here's a video showing the bug:
Left clicking then right clicking immediately to place anend crystal does not workHolding left click on an obsidian block with end crystals and placing the end crystals does not work
The bug:
After placing then breaking an end crystal the client-side is forced to wait for the server-side to register the break packet before being able to place a new crystal, when it can just send a new place packet right after breaking the old crystal.
This bug really slows down the placing and breaking speeds of players with high latency/ping. Not very good for Crystal PvP.
Steps to reproduce:
- Get very high latency/ping on your server.
- Place an obsidian block and an end crystal on it.
- Break the crystal then immediately try to place a new one. You wouldn't be able to place a new one.
Solutions:
There are 2 solutions to solve this.
- You can make it so that you are able to send place crystal packets through already placed crystals AFTER sending the break packet.
- Or for an even more effective approach you can make crystals appear and disappear instantly client-side just like placing blocks. This solution stops your latency/ping from being a factor of your crystal placing and breaking speeds.
Intended behavior
You are able to send place crystal packets right after breaking one in all situations while having high latency/ping.
Actual behavior
You're forced to have to wait for the server-side to register the break packet before being able to place a new crystal.
The bug:
After placing then breaking an end crystal the client-side is forced to wait for the server-side to register the break packet before being able to place a new crystal, when it can just send a new place packet right after
breaking theold crystal.This bug really slows down the placing and breaking speeds of players with high latency/ping. Not very good for Crystal PvP.
Steps to reproduce:
- Get very high latency/ping on your server.
- Place an obsidian block and an end crystal on it.
- Break the crystal then immediately try to place a new one. You wouldn't be able to place a new one.
Solutions:
There are 2 solutions to solve this.
- You can make it so that you are able to send place crystal packets through already placed crystals AFTER sending the break packet.
- Or for an even more effective approach you can make crystals appear and disappear instantly client-side just like placing blocks. This solution stops your latency/ping from being a factor of your crystal placing and breaking speeds.
Intended behavior
You are able to send place crystal packets right after
breakingone in all situations while having high latency/ping.Actual behavior
You're forced to have to wait for the server-side to register the break packet before being able to place a new crystal.
The bug:
After placing then breaking an end crystal the client-side is forced to wait for the server-side to register the break packet before being able to place a new crystal, when it can just send a new place packet right after sending the break packet.
This bug really slows down the placing and breaking speeds of players with high latency/ping. Not very good for Crystal PvP.
Steps to reproduce:
- Get very high latency/ping on your server.
- Place an obsidian block and an end crystal on it.
- Break the crystal then immediately try to place a new one. You wouldn't be able to place a new one.
Solutions:
There are 2 solutions to solve this.
- You can make it so that you are able to send place crystal packets through already placed crystals AFTER sending the break packet.
- Or for an even more effective approach you can make crystals appear and disappear instantly client-side just like placing blocks on high latency/ping. This solution stops your latency/ping from being a factor of your crystal placing and breaking speeds.
Intended behavior
You are able to send place crystal packets right after sending the break packet one in all situations while having high latency/ping.
Actual behavior
You're forced to have to wait for the server-side to register the break packet before being able to place a new crystal.
The bug:
Opening the inventory and moving your cursor quickly sometimes doesn't make the cursor centered. Since this bug is very unpredictable it can really screw you up when you need to replace your popped Totem of Undying extremely quickly while you're PvPing someone.
Steps to reproduce
:
I couldn't reproduce this bug since I don't really understand it, so I asked a mod developer who already fixed the bug for a mod about how to reproduce it. This is what he told me:
A stable trigger method of the bug: the game window lost its focus without any GUI opening, when it gains the focus again then open a GUI, the cursor will appear from where it was when the window gained the focus. Theoretically, if the cursor can move without a GUI opening, after locking the cursor again(by game input system) and then opening a GUI, the cursor will appear from where it was locked. This may occasionally happen when there is a "tick events traffic".
In fact, it seems the bug turns out to be a mistake made by GLFW's documentation - the Javadoc of method GLFW.glfwSetCursorPos() says it will only work when the cursor mode is CURSOR_DISABLED, but according to my experiments, this method actually only takes effect when the cursor mode is CURSOR_RELEASED. The Minecraft does try to center the cursor when opening a GUI, but when GLFW.glfwSetCursorPos() method is invoked by MC the cursor mode is CURSOR_DISABLED, so this action actually fails all the time. This mod just manually set the cursor mode to CURSOR_RELEASED before the invocation of Minecraft's cursor centering method.
Expected behavior:
Actual behavior:
The bug:
Opening the inventory and moving your cursor quickly sometimes doesn't make the cursor centered. Since this bug is very unpredictable it can really screw you up when you need to replace your popped Totem of Undying extremely quickly while you're PvPing someone.
Steps to reproduce
:
I couldn't reproduce this bug since I don't really understand it, so I asked a mod developer who already fixed the bug for a mod about how to reproduce it. This is what he told me:
A stable trigger method of the bug: the game window lost its focus without any GUI opening, when it gains the focus again then open a GUI, the cursor will appear from where it was when the window gained the focus. Theoretically, if the cursor can move without a GUI opening, after locking the cursor again(by game input system) and then opening a GUI, the cursor will appear from where it was locked. This may occasionally happen when there is a "tick events traffic".
In fact, it seems the bug turns out to be a mistake made by GLFW's documentation - the Javadoc of method GLFW.glfwSetCursorPos() says it will only work when the cursor mode is CURSOR_DISABLED, but according to my experiments, this method actually only takes effect when the cursor mode is CURSOR_RELEASED. The Minecraft does try to center the cursor when opening a GUI, but when GLFW.glfwSetCursorPos() method is invoked by MC the cursor mode is CURSOR_DISABLED, so this action actually fails all the time. This mod just manually set the cursor mode to CURSOR_RELEASED before the invocation of Minecraft's cursor centering method.
Expected behavior:
Actual behavior:
The bug:
Opening the inventory and moving your cursor quickly sometimes doesn't make the cursor centered. Since this bug is very unpredictable it can really screw you up when you need to replace your popped Totem of Undying extremely quickly while you're PvPing someone.
Steps to reproduce
:
I couldn't reproduce this bug since I don't really understand it, so I asked a mod developer who already fixed the bug for a mod about how to reproduce it. This is what he told me:
A stable trigger method of the bug: the game window lost its focus without any GUI opening, when it gains the focus again then open a GUI, the cursor will appear from where it was when the window gained the focus. Theoretically, if the cursor can move without a GUI opening, after locking the cursor again(by game input system) and then opening a GUI, the cursor will appear from where it was locked. This may occasionally happen when there is a "tick events traffic".
In fact, it seems the bug turns out to be a mistake made by GLFW's documentation - the Javadoc of method GLFW.glfwSetCursorPos() says it will only work when the cursor mode is CURSOR_DISABLED, but according to my experiments, this method actually only takes effect when the cursor mode is CURSOR_RELEASED. The Minecraft does try to center the cursor when opening a GUI, but when GLFW.glfwSetCursorPos() method is invoked by MC the cursor mode is CURSOR_DISABLED, so this action actually fails all the time. This mod just manually set the cursor mode to CURSOR_RELEASED before the invocation of Minecraft's cursor centering method.
Intended behavior:
The cursor should always be in the middle-uppermost slot when you open your inventory.
Actual behavior:
The cursor appears in a random spot in your inventory when you open your own inventory.
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command: summon zombie ~ ~1 ~ {HandItems:[ {Count:1,id:"minecraft:totem_of_undying",Count:127}
,{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[
{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[
{id:protection,lvl:4}]}}]}
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command: summon zombie ~ ~1 ~ {HandItems:[ {Count:1,id:"minecraft:totem_of_undying",Count:127}
,{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[
{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[
{id:protection,lvl:4}]}}]}
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command: summon zombie ~ ~1 ~ {HandItems:[ {Count:1,id:"minecraft:totem_of_undying",Count:127}
,{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[
{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[
{id:protection,lvl:4}]}}]}
Or you can just take it from the description of this video: https://www.youtube.com/watch?v=DmeX8S-IGlw- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command: summon zombie ~ ~1 ~ {HandItems:[ {Count:1,id:"minecraft:totem_of_undying",Count:127}
,{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[
{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[
{id:protection,lvl:4}]}}]}
Or you can just take it from the description of this video: https://www.youtube.com/watch?v=DmeX8S-IGlw- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command: summon zombie ~ ~1 ~ {HandItems:[ {Count:1,id:"minecraft:totem_of_undying",Count:127}
,{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[
{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[
{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[
{id:protection,lvl:4}]}}]}
Or you can just take it from the description of this video: https://www.youtube.com/watch?v=DmeX8S-IGlw
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command:
summon zombie ~ ~1 ~\{HandItems:[{Count:1,id:"minecraft:totem_of_undying",Count:127},{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[{id:protection,lvl:4}]}}]}Or you can just take it from the description of this video: https://www.youtube.com/watch?v=DmeX8S-IGlw
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command:
summon zombie ~ ~1 ~ {HandItems:[{Count:1,id:"minecraft:totem_of_undying",Count:127},{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[{id:protection,lvl:4}]}}]}Or you can just take it from the description of this video: https://www.youtube.com/watch?v=DmeX8S-IGlw
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command:
summon zombie ~ ~1 ~ {HandItems:[{Count:1,id:"minecraft:totem_of_undying",Count:127},{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[{id:protection,lvl:4}]}}]}Or you can just take it from the description of this video: https://www.youtube.com/watch?v=DmeX8S-IGlw
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback are inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command:
summon zombie ~ ~1 ~ {HandItems:[{Count:1,id:"minecraft:totem_of_undying",Count:127},{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[{id:protection,lvl:4}]}}]}
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Wind charge's vertical knockback is inconsistent against entities with the maximum amount of blast protection possible. Players take less vertical knockback whereas mobs take more. And if you hit the feet of the player/mob they will take more knockback.Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command:
summon zombie ~ ~1 ~ {HandItems:[{Count:1,id:"minecraft:totem_of_undying",Count:127},{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[{id:protection,lvl:4}]}}]}- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Knockback dealt by wind charges is different depending on where you hit an entity. The closer to the feet you hit them with the more knockback they will take.
Steps to reproduce:
- Throw wind charges at a player's head and feet, and notice the inconsistent knockback
- Do the same with a zombie that has the same armor as the player using this command:
summon zombie ~ ~1 ~ {HandItems:[{Count:1,id:"minecraft:totem_of_undying",Count:127},{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[{id:protection,lvl:4}]}}]}
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hit the feet of the player/mob they take even more knockback
Video
Here's a video demonstrating the bug:
The bug
Knockback dealt by wind charges is different depending on where you hit an entity. The closer to the feet you hit them with the more knockback they will take.
Steps to reproduce:
- Throw wind charges at a
player's head and feet, and notice the inconsistent knockback- Do the same with a zombie that has the same armor as the player using this command:
summon zombie ~ ~1 ~ {HandItems:[{Count:1,id:"minecraft:totem_of_undying",Count:127},{}],ArmorItems:[{Count:1,id:netherite_boots,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_leggings,tag:{Enchantments:[{id:blastprotection,lvl:4}]}},{Count:1,id:netherite_chestplate,tag:{Enchantments:[{id:protection,lvl:4}]}},{Count:1,id:netherite_helmet,tag:{Enchantments:[{id:protection,lvl:4}]}}]}
- Notice how the zombie takes more knockback and even more when their feet are shot
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Players take more knockback than mobs, and if you hitthe feet of theplayer/mobtheytakeevenmore knockbackVideo
Here's a video demonstrating the bug:
The bug
Knockback dealt by wind charges is different depending on where you hit an entity. The closer to the feet you hit them with the more knockback they will take.
Steps to reproduce:
- Throw wind charges at any entity such as a zombie at its head and feet
- Notice how it takes more knockback when its feet are hit by the wind charge
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Hitting the feet of the entity makes them take more knockback
Wind charge'sverticalknockback is inconsistent against entities with blast protectionEntities hit by wind charges take more knockback if hit from the feet
The bug
Knockback dealt by wind charges is different depending on where you hit an entity. The closer to the feet you hit them with the more knockback they will take.
Steps to reproduce:
- Throw wind charges at any entity such as a zombie at its head and feet
- Notice how it takes more knockback
whenits feetarehit by the wind chargeIntended behavior
The knockback should be consistent no matter what
Actual behavior
Hitting the feet of the entity makes them take more knockback
The bug
Knockback dealt by wind charges is different depending on where you hit an entity. The closer to the feet you hit them with the more knockback they will take.
Steps to reproduce:
- Throw wind charges at any entity such as a zombie or a player at its head and feet
- Notice how it takes more knockback if its feet is hit by the wind charge
Intended behavior
The knockback should be consistent no matter what
Actual behavior
Hitting the feet of the entity makes them take more knockback
The bug
Ender pearls can land on wind charges in mid air.
Steps to reproduce:
- Throw an ender pearl first
- Then throw the wind charge in the right timing and place
- Notice how the ender pearl can land on the wind charge in the air (don't worry there's a video demonstration for this)
Intended behavior
Ender pearls shouldn't be able to land on wind charges.
Actual behavior
Ender pearls can land on wind charges on the right circumstances.
Video
Here's a video demonstrating the bug
using a knockback sword:
The bug
Players with blast protection take less knockback than mobs with blast protection such as zombies.
Steps to reproduce:
- Throw wind charges at the player with blast protection
- Do the same to the mob
- Notice how the player takes less knockback than the mob
Intended behavior
The player should take the same amount of knockback as mobs.
Actual behavior
Players take less knockback than mobs.
Players with blast protection take less knockback from wind charges than mobs with blast protectionThe amount of knockback reduction in blast protection armor from wind charges is in a higher degree for players than mobs
The bug
Players with blast protection take less knockback than mobs with blast protection such as zombies.Steps to reproduce:
- Throw wind charges at the player with blast protection
- Do the same to the mob
- Notice how the player takes less knockback than the mob
Intended behavior
The player should take the same amount of knockback as mobs.
Actual behavior
Players take less knockback than mobs.
The bug
The amount of knockback reduction in blast protection armor from wind charges is in a higher degree for players than mobs.
Steps to reproduce:
- Throw wind charges at the player with blast protection
- Do the same to the mob
- Notice how the player takes less knockback than the mob
Intended behavior
The player should take the same amount of knockback as mobs.
Actual behavior
Players take less knockback than mobs.
Wind chargesdon't go through non-full blocks such as tall grass and flowersWind charges can't go through non-full blocks such as tall grass and flowers
The bug
Wind charges
don't go through non-full blocks such as tall grass and flowersSteps to reproduce:
- Throw wind charges at things such as tall grass, flowers, and short grass
- Notice how it doesn't go through
The bug
Wind charges can't go through non-full blocks such as tall grass and flowers
Steps to reproduce:
- Throw wind charges at things such as tall grass, flowers, and short grass
- Notice how it doesn't go through
Cannot reproduce in 1.20-pre4. Fusion Fusion is this still an issue?
Fusion Fusion what you are describing is working as intended and has always been the case. Holding left click on the obsidian consumes your input.
Is there anything I'm missing here?

I suggest to make the hitbox as small as possible. This is to increase the skill gap in End Crystal PvP by making it take more aim.
That bug report doesn't have any solution that keeps end crystal pvp skillful and fair. It lacks a consistent delay for all players regardless of their latency or server lag. It also doesn't have a video demonstrating what that consistent delay could be, like the video I made showing how different delays actually look like so people could see what options there are. So fixing it using that bug report won't make end crystal pvpers happy.
The switch off-hand is also important. When you hold the key for that it makes a lot of noise especially if you do it holding armor pieces. You can't hear the noise but other people can.
No worries Avoma, thank you for the help!
Never mind, it happens on servers but not in singleplayer even if you have low latency. Probably because of the server lag.
Nathan L yeah man let me make myself take more knockback so other people can pop my totems and kill me, great feature bro
Like I said in the bug report, your latency and the server lag shouldn't decide on how much time you get. That is not fair.
Basically placing and breaking end crystals should be client sided just like placing and breaking blocks. I mean as in that crystals should appear and disappear on your screen instantly like blocks.
Yeah, that's right. It doesn't matter what item or what gamemode you are in though
This should also be fixed for mobs, at least. People often use buffed zombies as dummies to practice Crystal PvP, so it's a shame that the lowered damage still applies for mobs.
I wrote a better bug report for this, here it is:
MC-261107Is it possible to remove this one though?
Well they're definitely not the same but they're probably not related either. That bug report has nothing to do with packets for example whereas this one does.
Seems like my bug report was misunderstood. I made this bug report super unclear, mods is it ok if I write a new one that's much better?
Then in that case my suggestion would be to make it so that only non-stackable items don't have this feature. This is so that if you accidentally click a Totem of Undying when you didn't need to you can quickly put it back without getting punished for it especially against quick and skilled PvPers.
It's partially fixed but it's still there. Now to reproduce it you have hold left click on the obsidian block with end crystals and try to place it. It wouldn't work that way, and it only happens if you hold left click on the obsidian itself.
UPDATE: Sorry, I just discovered that this is the way to reproduce the bug this whole time. I'll update the bug report addressing this.
No, the bug happens even if you aren't crouched which is why it also affects End Crystal PvP especially with slow falling. You just need to throw the ender pearl on the ground.
Nope, there wasn't anything that you missed. It's nice to know that it's a feature since it balances end crystals, long story short.
I rewrote the bug report below but since I don't know anything about coding I'm not sure if this is good or not. The most important part is the steps to reproduce. The text below was written by ChatGPT so it may not be fully accurate, but it should give a clearer picture of what this bug is about:
1. The Bug: The cursor position in the game window does not reset correctly when opening a GUI after the window loses and regains focus. The bug occurs even when the game window does not lose focus externally. It is triggered when the cursor is locked, and a GUI is opened, resulting in an incorrect cursor position.
2. Steps to Reproduce: To reproduce the bug, follow these steps:
3. Intended Behavior: The intended behavior is that when the cursor is locked and a GUI is subsequently opened, the cursor should appear from the position where it was locked. This behavior should occur consistently, regardless of whether the cursor was locked before opening the GUI or not.
4. Actual Behavior: The actual behavior is that when the cursor is locked and a GUI is opened, the cursor does not appear from the correct position. This issue is related to a discrepancy in the documentation of GLFW's GLFW.glfwSetCursorPos() method. According to the method's Javadoc, it is stated that glfwSetCursorPos() only works when the cursor mode is set to CURSOR_DISABLED. However, through experimentation, it has been found that the method only takes effect when the cursor mode is set to CURSOR_RELEASED.
In the case of Minecraft, the game attempts to center the cursor when opening a GUI. However, since the GLFW.glfwSetCursorPos() method is invoked by Minecraft while the cursor mode is CURSOR_DISABLED, the action fails to correctly reset the cursor position. As a workaround, a mod has been developed to manually set the cursor mode to CURSOR_RELEASED before invoking Minecraft's cursor centering method.
Please note that this bug report is based on the provided information, and further investigation or clarification may be required from the development team to fully address the issue.
I hope that is not the case. If it is true then I think that something that should be thought about is to whether help players who play with hitbox ON or not anything to save resources like cost or time. But that is up to Mojang to decide because they know their own priorities the best.
In case if people are wondering "Why keep the hitbox on?" I will say it again JUST to be extra, extra sure. Basically the point is that a fully armored player is still clearly visible with invisibility on even if their hitbox is not on. So you might as well make it easier for people who regularly use hitboxes so people cannot abuse against that.
Oh by invul timer you mean damage tick (red phase of the player's skin). What you just explained happens in older versions but not in the newer versions anymore, you would have to hit them manually.
Sorry about the weird command, I'm not sure how to fix it. I tried editing it to fix it and I tried to post it in the comments but none of them worked.
That fixed it, thank you for the help Turbo
It's gonna be annoying whenever you're fighting someone and your pearl lands on your opponent's wind charge or your own wind charge. That's why it's not worth keeping the bug if I think about what you've just said Ruukoto
Syarumi, is this something you would want to record?
No, but to make this easier to understand I've split this bug between this one and
MC-268515It's not a duplicate. The bug report says that players take more knockback from wind charges than mobs. It doesn't say that knockback is lowered by blast protection, that's when it would be a duplicate.
The reason why
MC-268411is labeled "Works As Intended" is because the reporter didn't know that the term "blast" can also be used to call a "strong gust of wind or air". Therefore they thought that Blast Protection lowering knockback from wind charges was unintentional. But this bug report that I made has nothing to do with any of this at all. That's why I made this bug report.I think I should've written my other comment a little bit better, sorry about that.
Grey, I don't see what else there is to explain sorry. The reason why the bug that you showed is labeled as "Works As Intended" is because the term "blast" in "blast protection" is used correctly, therefore it's intentional that blast protection lowers knockback from wind charges.
But this bug that I wrote states that players take less knockback than mobs, therefore it has nothing to do with the term "blast" or anything like that. Maybe this bug is from a coding issue. Does that make sense or is there anything else you're wondering about, Grey?
No blast protection is what causes players to take less knockback than mobs. Should I still make a new report?
No players take less vertical/upward knockback than mobs. Maybe they take more horizontal knockback I'm not sure. I'll edit this bug report to make it more clear on what the bug is about. After editing it does anyone wanna get rid of the "Duplicate" label, as that is incorrect? Thank you.
Just throw it at them like normal don't use command blocks
No, it happens even when the wind charge collides with the hitbox obviously why else would I make this bug report then?
I don't have time anymore sorry
I don't have time for this anymore sorry