Longieee
- Longieee
- JIRAUSER740514
- Australia/Adelaide
- Yes
- No
M1 MacBook Pro
Bundled Java Runtime (Gamma, ARM64)
Vanilla client hosted LAN world
This has been around for a while, but I haven't seen anyone report this issue, as many non-vanilla server software have hotfixes for this. Could be related to
MC-255756.
Bug Description
When a held-up shield is broken, a damage-tick-like behavior occurs: the player no longer receives knockback, and only takes damage that is greater than the initial damage within the damage tick. However, the player does not turn red, nor has received any damage on the shield break. See also the attached videos.
Steps to Reproduce
- Break a player's held-up shield
- And then hit the player again after roughly 0.4 seconds
- The bug is reproduced
OR
- Let 2 mobs (wielding axes) attack a player while their shield is held up
- If the 2 mobs attack is less than 0.5 seconds apart as well as not at the same time, the bug is reproduced
Expected Behavior
Damage tick does not get triggered when the shield is broken, but on the following attack instead, so that knockback could be applied after hitting twice rapidly, and the player would turn red on the second hit.
This has been around for a while, but I haven't seen anyone report this issue, as many non-vanilla server software have hotfixes for this.
Bug Description
When a held-up shield is broken, a damage-tick-like behavior occurs: the player no longer receives knockback, and only takes damage that is greater than the initial damage within the damage tick. However, the player does not turn red, nor has received any damage on the shield break. See also the attached videos.
Steps to Reproduce
- Break a player's held-up shield
- And then hit the player again after roughly 0.4 seconds
- The bug is reproduced
OR
- Let 2 mobs (wielding axes) attack a player while their shield is held up
- If the 2 mobs attack is less than 0.5 seconds apart as well as not at the same time, the bug is reproduced
Expected Behavior
Damage tick does not get triggered when the shield is broken, but on the following attack instead, so that knockback could be applied after hitting twice rapidly, and the player would turn red on the second hit.
This has been around for a while, but I haven't seen anyone report this issue, as many non-vanilla server software have hotfixes for this.
Bug Description
When a held-up shield is
broken, a damage-tick-like behavior occurs: the player no longer receives knockback, and only takes damage that is greater than the initial damage within the damage tick. However, the player does not turn red, nor has received any damage on the shieldbreak. See also the attached videos.
Steps to Reproduce
Breaka player's held-up shield- And then hit the player again after roughly 0.4 seconds
- The bug is reproduced
OR
- Let 2 mobs (wielding axes) attack a player while their shield is held up
- If the 2 mobs attack is less than 0.5 seconds apart as well as not at the same time, the bug is reproduced
Expected Behavior
Damage tick does not get triggered when the shield is
broken, but on the following attack instead, so that knockback could be applied after hitting twice rapidly, and the player would turn red on the second hit.This has been around for a while, but I haven't seen anyone report this issue, as many non-vanilla server software have hotfixes for this.
Bug Description
When a held-up shield is disabled, a damage-tick-like behavior occurs: the player no longer receives knockback, and only takes damage that is greater than the initial damage within the damage tick. However, the player does not turn red, nor has received any damage on the shield disable. See also the attached videos.
Steps to Reproduce
- Disable a player's held-up shield using an axe
- And then hit the player again after roughly 0.4 seconds
- The bug is reproduced
OR
- Let 2 mobs (wielding axes) attack a player while their shield is held up
- If the 2 mobs attack is less than 0.5 seconds apart as well as not at the same time, the bug is reproduced
Expected Behavior
Damage tick does not get triggered when the shield is disabled, but on the following attack instead, so that knockback could be applied after hitting twice rapidly, and the player would turn red on the second hit.
Breaking/disabling shield triggers invulnerability tick behavior, despite player not turning redDisabling/Breaking shield triggers invulnerability tick behavior, despite player not turning red
Steps to reproduce
- Use the command "/setblock ~ ~ ~ water[level=x]" (where x is an integer within 1-15)
- The behaviour is reproduced
Behaviour in 1.21.
1The fluid disappears after a brief moment, as if it got updated when no source blocks are present
Behaviour in
1.21.4The fluid stays persistent in place
Other notes
In 25w02a, a "strict" option was added for /fill, /setblock, etc.; I reckon the behaviour described in this bug report should only happen when this option is used.
Steps to reproduce
- Use the command "/setblock ~ ~ ~ water[level=x]" (where x is an integer within 1-15)
- The behaviour is reproduced
Behaviour in 1.21.4
The fluid disappears after a brief moment, as if it got updated when no source blocks are present
Behaviour in 25w05a
The fluid stays persistent in place
Other notes
In 25w02a, a "strict" option was added for /fill, /setblock, etc.; I reckon the behaviour described in this bug report should only happen when this option is used.

can confirm on here. attached a screenshot and a video. the screenshot is the aftermath in the launcher after the game close, the video shows the incorrect resolution (dotted lines show the correct resolution).
Can confirm this is fixed from 1.19 and upwards
can confirm in 1.20.4
can confirm this is no longer an issue in 1.20.x as well
Can confirm in 1.20.4
Still occurs on 1.20.6
can confirm in 1.21 through to 1.21.4
interestingly - in 1.21.2+ when this bug occurs, the game summons a "ghost arrow entity" where the arrow appears to bounce off the entity it ghosts through, but then the actual arrow entity reappear to have landed where it should be