

Please comment and critique, and give suggestions on where to go from here. If you hit something, the target's "invulnerability timer" will be shorter if you have a quick weapon Shields also activate when crouching/sneaking Sweeping only occurs on swords with the Sweeping enchantmentĬritical attacks (jump attacks) bypass shields When you stop attacking, the attack timer will continue charging to 200%Īt 200% you can perform special attacks (crits, sweeping, knockback) and these attacks have longer reach Weapons have different reach (attack range) It's based upon the current Java Edition system, but with the following major changes:Īttacks only happen when fully charged, even if you spam click This "manually installed Java snapshot" is the first experiment of the new direction of combat mechanics.

Tedious on controller (Legacy editions fixed this) We want to find a system that is flexible and works well across all input devices.ĭamage per second is too low to beat regenerating items We want the mechanics to be the same across all editions, but simply porting Java to Bedrock or vice versa is not taking us forward. The combat mechanics in Java Edition have been a controversial topic ever since the 1.9 update.
