a fully drawned bow is labeled critical on the wiki yet it takes 3 shots to kill an a mob with 20 health (10 Hearts) and maybe 2 with mobs with half that health like a spider. unenchanted
I have a fully enchanted bow on my survival with
Power V
Punch II
Flame I
Unbreaking III
Infinity I
I believe from a range between 0-25 blocks a full drawn bow can kill any mob with one hit assisted by the flame enchant. compared to longer range targets witch might take less health but still die from flames.
I'm a WWII enthusiast thats why i think that closer you are, more velocity there is, like they would die instantly from close and personal, but dies in flames when in range.
a fully drawned bow is labeled critical on the wiki yet it takes 3 shots to kill an a mob with 20 health (10 Hearts) and maybe 2 with mobs with half that health like a spider. unenchanted
I have a fully enchanted bow on my survival with
Power V
Punch II
Flame I
Unbreaking III
Infinity I
I believe from a range between 0-25 blocks a full drawn bow can kill any mob with one hit assisted by the flame enchant. compared to longer range targets witch might take less health but still die from flames.
I'm a WWII enthusiast thats why i think that closer you are, more velocity there is, like they would die instantly from close and personal, but dies in flames when in range.
If your question is whether or not distance affects the amount of damage an arrow deals, the answer is no. As long as arrows are fired with the same amount of charge they will deal the same amount of damage. Fully charged arrows deal 9 damage normally with a chance to deal 10 damage. Doesn't matter how far they travel. Keep in mind that mobs have natural armor, which is the reason it might seem to take more hits than it should to kill mobs. Additionally, since there is no wind resistance in Minecraft a projectile will never lose its horizontal speed, therefore it will not lose velocity in the sense that you are thinking. Possibly reasons it might take more hits for you to kill an enemy at different distances can vary anywhere from you missing a burning target that you thought you hit to the Punch affect causing some mobs to take fall damage from the knockback. But distance does not affect the damage an arrow deals.
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Velocity does in fact affect arrow damage, as seen from these lines in the code, which also shows that there is a random factor involved with critical arrows:
The base damage of an arrow is calculated as 0-2 depending on charge (full charge takes 1 second), plus 0.5 times the level of Power + 0.5 if the bow has Power, for a maximum of 5; this then multiplied by the velocity, which is affected by drag so arrows do indeed lose power with distance as shown below; the multiplier of 0.99 (when in air) does not sound like it has much of an effect but it accumulates 20 times per second (0.99^20 = 0.818 - a loss of 18.2% after 1 second. For water the multiplier of 0.6 means they lose 99% of their velocity after just 9 ticks, less than half a second):
Also, I believe some of the Wiki's information is no longer accurate - see the part about "isCritical"? That can add a LOT more than just 1-2 extra damage (as the Wiki shows between fully charged and critical shots); for example, if the value of var24 were 10 a random number between 0-6 (10 / 2 + 2 = 7; nextInt(7) returns 0-6) will be added for a range of 10-16.
For example, they say that arrows travel at 53 m/s, which is 2.65 blocks per tick (maximum), which when multiplied by the maximum base damage of 5 gives 13.25 (14 rounded up), plus 0-8 for a damage range of 14-22 for a Power V bow. This supports observations of spiders (16 health) failing to be killed in one hit from near point-blank range (in 1.6.4, which has the same code as up to 1.8, suggesting that this change is quite old, possibly when they changed other enchantments back in 1.6).
Velocity does in fact affect arrow damage, as seen from these lines in the code, which also shows that there is a random factor involved with critical arrows:
The base damage of an arrow is calculated as 0-2 depending on charge (full charge takes 1 second), plus 0.5 times the level of Power + 0.5 if the bow has Power, for a maximum of 5; this then multiplied by the velocity, which is affected by drag so arrows do indeed lose power with distance as shown below; the multiplier of 0.99 (when in air) does not sound like it has much of an effect but it accumulates 20 times per second (0.99^20 = 0.818 - a loss of 18.2% after 1 second. For water the multiplier of 0.6 means they lose 99% of their velocity after just 9 ticks, less than half a second):
Also, I believe some of the Wiki's information is no longer accurate - see the part about "isCritical"? That can add a LOT more than just 1-2 extra damage (as the Wiki shows between fully charged and critical shots); for example, if the value of var24 were 10 a random number between 0-6 (10 / 2 + 2 = 7; nextInt(7) returns 0-6) will be added for a range of 10-16.
For example, they say that arrows travel at 53 m/s, which is 2.65 blocks per tick (maximum), which when multiplied by the maximum base damage of 5 gives 13.25 (14 rounded up), plus 0-8 for a damage range of 14-22 for a Power V bow. This supports observations of spiders (16 health) failing to be killed in one hit from near point-blank range (in 1.6.4, which has the same code as up to 1.8, suggesting that this change is quite old, possibly when they changed other enchantments back in 1.6).
Well I'll be darned. TMC can you give us a couple sets of example data using a normal bow (and if the the velocity modifier is calculated after enchantment also a power V bow)? I see you mention 18.2% after 1 second but seeing some actual numbers would be handy, in a format something like:
___bow__/___distance___/__damage__
_normal _/___20blocks__/___XX__
_normal _/___40blocks__/___XX__
One of the interesting factors about this is about shooting down.
If arrow velocity is affected by gravity, and it sure looks like they are, then shooting downwards should be more lethal than the same distance shooting straight.
In fact, gravity should help for most angles, since the terminal velocity of an arrow is 100 m/s, much higher than the initial velocity of 53 m/s.
One of the interesting factors about this is about shooting down.
If arrow velocity is affected by gravity, and it sure looks like they are, then shooting downwards should be more lethal than the same distance shooting straight.
In fact, gravity should help for most angles, since the terminal velocity of an arrow is 100 m/s, much higher than the initial velocity of 53 m/s.
So yeah - build turrets.
I wasn't thinking about gravity, do you really think that is taken into account? I wouldn't be surprised if a trajectory is calculated and then a static decreasing velocity is used. But hey I didn't think velocity was a factor in damage before so what do I know.
a fully drawned bow is labeled critical on the wiki yet it takes 3 shots to kill an a mob with 20 health (10 Hearts) and maybe 2 with mobs with half that health like a spider. unenchanted
I have a fully enchanted bow on my survival with
Power V
Punch II
Flame I
Unbreaking III
Infinity I
I believe from a range between 0-25 blocks a full drawn bow can kill any mob with one hit assisted by the flame enchant. compared to longer range targets witch might take less health but still die from flames.
I'm a WWII enthusiast thats why i think that closer you are, more velocity there is, like they would die instantly from close and personal, but dies in flames when in range.
Range doesn't effect damage done.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
If your question is whether or not distance affects the amount of damage an arrow deals, the answer is no. As long as arrows are fired with the same amount of charge they will deal the same amount of damage. Fully charged arrows deal 9 damage normally with a chance to deal 10 damage. Doesn't matter how far they travel. Keep in mind that mobs have natural armor, which is the reason it might seem to take more hits than it should to kill mobs. Additionally, since there is no wind resistance in Minecraft a projectile will never lose its horizontal speed, therefore it will not lose velocity in the sense that you are thinking. Possibly reasons it might take more hits for you to kill an enemy at different distances can vary anywhere from you missing a burning target that you thought you hit to the Punch affect causing some mobs to take fall damage from the knockback. But distance does not affect the damage an arrow deals.
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Velocity does in fact affect arrow damage, as seen from these lines in the code, which also shows that there is a random factor involved with critical arrows:
The base damage of an arrow is calculated as 0-2 depending on charge (full charge takes 1 second), plus 0.5 times the level of Power + 0.5 if the bow has Power, for a maximum of 5; this then multiplied by the velocity, which is affected by drag so arrows do indeed lose power with distance as shown below; the multiplier of 0.99 (when in air) does not sound like it has much of an effect but it accumulates 20 times per second (0.99^20 = 0.818 - a loss of 18.2% after 1 second. For water the multiplier of 0.6 means they lose 99% of their velocity after just 9 ticks, less than half a second):
Also, I believe some of the Wiki's information is no longer accurate - see the part about "isCritical"? That can add a LOT more than just 1-2 extra damage (as the Wiki shows between fully charged and critical shots); for example, if the value of var24 were 10 a random number between 0-6 (10 / 2 + 2 = 7; nextInt(7) returns 0-6) will be added for a range of 10-16.
For example, they say that arrows travel at 53 m/s, which is 2.65 blocks per tick (maximum), which when multiplied by the maximum base damage of 5 gives 13.25 (14 rounded up), plus 0-8 for a damage range of 14-22 for a Power V bow. This supports observations of spiders (16 health) failing to be killed in one hit from near point-blank range (in 1.6.4, which has the same code as up to 1.8, suggesting that this change is quite old, possibly when they changed other enchantments back in 1.6).
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Well I'll be darned. TMC can you give us a couple sets of example data using a normal bow (and if the the velocity modifier is calculated after enchantment also a power V bow)? I see you mention 18.2% after 1 second but seeing some actual numbers would be handy, in a format something like:
___bow__/___distance___/__damage__
_normal _/___20blocks__/___XX__
_normal _/___40blocks__/___XX__
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
One of the interesting factors about this is about shooting down.
If arrow velocity is affected by gravity, and it sure looks like they are, then shooting downwards should be more lethal than the same distance shooting straight.
In fact, gravity should help for most angles, since the terminal velocity of an arrow is 100 m/s, much higher than the initial velocity of 53 m/s.
So yeah - build turrets.
I wasn't thinking about gravity, do you really think that is taken into account? I wouldn't be surprised if a trajectory is calculated and then a static decreasing velocity is used. But hey I didn't think velocity was a factor in damage before so what do I know.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Well, check this out, Rodabon:
http://minecraft.gamepedia.com/Entity#Motion_of_entities
TMC may well come along with some corrections but that's what I'm going by for the moment.
Hadn't ever seen that wiki page before. Judging by that you're correct in assuming gravity is a factor I would say.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
because that would explain why sometimes i get one hit instant deaths or one hit, dies 5 seconds later on fire on 20 health mobs