Shoot, I didn't realize strength potions were that powerful. No prizes for guessing what I'm wasting all my potion ingredients on!
why you dont realize it , this potion (level 2) even can make you kill a zombie in 1 hit just with diamond sword without enchantment , use it on pvp server and you be a king (maybe)
Actually, the damage from enchantments is also increased. First, the enchantments are added. After that, the strength potion effect is calculated. There was a time when the sharpness enchantment was randomized, but now it is fixed (1.25 damage increase). Therefore, the weapon itself is modified, because if you hover over it, you will see a new number for the damage output.
And yes, a strength 2 potion is very powerful. A sharpness 5 diamond sword combined with a strength 2 potion will insta-kill a person in full iron armor.
Nevermind, I think that person was right about enchantments being added AFTER the strength potion, so ignore what I said about the insta-kill
I tested it and a Sharpness V diamond sword plus Strength II did 35.1 damage according to the damage dealt statistic; a critical hit did 49.4 damage, not quite enough to one-hit somebody in full iron (60% damage reduction/40% gets through = 20/0.4 = 50 health).
Based on this, it appears that Strength II actually multiplies damage by 260% (2.6 times), not adds 260%, as 35.1 / 2.6 is 13.5 and 49.4 / 2.6 is 19; the first value is close to the damage a Sharpness V diamond sword does by itself; 13.25 (7 for the sword plus 6.25 for Sharpness V); note that the sword by itself did 14.3 damage according to the stats so it appears that Strength ignores your unarmed damage (which otherwise makes swords do one more damage than indicated; 14.25 for Sharpness V diamond, which rounds to 14.3 in the stats).
As for critical hits, the sword by itself did a constant 18.3 damage per hit (18.25?), refuting the Wiki's claims that it is randomized (I tested in 1.6.4; 1.6 is when they changed all of these to use fixed values and have weapons add to your unarmed base damage). There also appears to be rounding going on since the numbers I found weren't exact (260% of 13.25 is 34.45, 14.25 is 37.05; 260% of 18.3 is 47.58).
Also, critical hits appear to ignore Sharpness as they did only 4 more damage, which is 50% of an unenchanted diamond sword, but are affected by Strength.
In addition, I repeated these tests with a Sharpness V wooden sword and got the following:
Sharpness V, no critical: 11.3 damage
Sharpness V + critical: 13.8 damage (oddly enough, this seems to include your unarmed damage, or 50% of 5 instead of 50% of 4 as the diamond sword suggests).
Sharpness V + Strength II: 24.3 damage (divide by 2.6 and you get 9.346, one less than Sharpness V by itself minus your unarmed damage)
Sharpness V + critical + Strength II: 33.3 damage (divide by 2.6 and you get 12.8, exactly one less than no Strength minus your unarmed damage)
So, in conclusion the damage with Strength II is the damage of your sword by itself multiplied by 260%, NOT with 260% damage added for 360% total, with some roundings added in.
I have no idea if this anyone will see this post since it is well over a year later, or if this topic is common knowledge now, but I did some calculations and testing (like TheMasterCaver did) in a 1.8.8 world on iron golems, and I found similar results, but a slightly different theory overall. I used both a Wooden Axe and a Diamond Sword to test a difference of 4 base damage (2 hearts) between weapons. Here is the raw data, with each numeral (i.e "10.3") representing the damage points found in the statistics menu, and roman numerals (i.e. "V") representing the sharpness level/strength level:
Results:
Wooden Axe, No Critical
Unenchanted = 4 Unenchanted + Strength I = 9.2 Unenchanted + Strength II = 14.4
Sharpness V = 10.3 Sharpness V + Strength I = 15.5 Sharpness V + Strength II = 20.7
Diamond Sword, No Critical
Unenchanted = 8 Unenchanted + Strength I = 18.4 Unenchanted + Strength II = 28.8
Sharpness V = 14.3 Sharpness V + Strength I = 24.7 Sharpness V + Strength II = 35.1
Wooden Axe, Critical
Unenchanted = 6 Unenchanted + Strength I = 13.8 Unenchanted + Strength II = 21.6
Sharpness V = 12.3 Sharpness V + Strength I = 20.1 Sharpness V + Strength II = 27.9
Diamond Sword, Critical
Unenchanted = 12 Unenchanted + Strength I = 27.6 Unenchanted + Strength II = 43.2
Sharpness V = 18.3 Sharpness V + Strength I = 33.9 Sharpness V + Strength II = 49.4
These results show that TheMasterCaver was on the right track. The Base Damage of the Unenchanted Wooden Axe and Diamond Sword is 4 and 8 respectively, but their tooltips give a "+3 Attack Damage" and "+7 Attack Damage" respective attribute. This is due to the initial 1 Attack damage from the player's unarmed attack, such that 1 + 3 = 4, and 1 + 7 = 8.
Next, Critical Hits are as stated previously in the thread: they increase the damage by a factor of 1.5, or by +50% (same thing). If a Critical Hit is not performed, then the factor is just 1 or +0%, resulting in no change to the final damage.
The most notable effect is the Strength effect, which we all agree is extremely powerful, but the "rounding numbers" actually do not apply here. Strength does indeed apply as the Minecraft Tooltip shows: +130% for Strength I, +260% for Strength II, etc. Here is where my math differs from TheMasterCaver, as I treat the addition of percentages with the base of 100%, meaning Strength I does 230% damage, and Strength II does 360% damage (notice there is not a "+" symbol for 230% and 360%, as those are the totals after adding to 100%). The reason that it is not a 130% total and 260% total is because the "rounding numbers" step occurs during the enchantment calculation, which happens after Base Damage, Critical Hits, and Strength are applied. Here is my general formula based on my findings:
(Base Damage x Critical Factor x Strength Bonus) + Enchantment Bonus = Final Damage
The order in which the damage is determined also matters somewhat, as it starts with the Base Damage, then multiplies the Critical Factor (1.5 for critical, 1 for no critical), then multiplies the Strength Bonus, and finally adds the Enchantment Bonus. Funnily enough, The Commutative Property of Multiplication actually allows for the three multiplicative factors to be multiplied in any order, so long as the Enchantment Bonus is always added last. As Sharpness V adds 6.25 bonus damage to the weapon (1.25 damage per level of Sharpness), but the statistics menu only shows changes in tenths of a damage point,the rounding finally occurs, usually rounding up to the nearest tenth of a damage point (i.e. from 6.25 to 6.3 damage points).
Here is an example of my formula for the Sharpness V Diamond Sword with Strength I and a Critical Hit:
(8 x 1.5 x 2.3) + 6.25 = (27.6) + 6.25 = 33.85, which rounds up to 33.9.
Interestingly, this formula works perfectly for every test that I tried except for the Sharpness V Diamond Sword with Strength II and a Critical Hit, as noted in bold in the data. As with TheMasterCaver's findings, I found that its damage to be 49.4 in the statistics, but the formula actually spits it out as 49.45. In all other cases, this number rounded up to the nearest tenth of a point, but in this specific case, it rounded down. Just from simple observations, I cannot determine the reasoning for this, so either a more in-depth mathematical approach or some code analysis is needed to find that answer. Also, as my tests were done on iron golems, it may be interesting to see how much other factors affect damage, such as armor, armor enchantments, weakness, resistance, harming potions, etc. affect the damage formula. However, I do believe most of the answers can be determined by the current information on the Minecraft Wiki.
Thank you to anyone still interested in this topic who gave this a read, and hopefully some clear-cut answers can be gained here or found by others elsewhere.
Bare in mind that this will change in 1.9, so be sure to test before, say, attacking a pigman.
Too true. I believe that since 1.9 introduces additive Strength Effects instead of multiplicative (+3 and +6 instead of +130% and +260%), it is certainly much more balanced than before. Also, with changes in weapon attack damage and the sharpness enchantment, armor values and armor enchantments, and of course the infamous weapon attack speed change, 1.9 is a whole 'nother ball game...
Even if this was 6 years ago, for anyone else that's going to read this, the conclusion is still wrong. It does do 360% damage total, not 260% because strength ignores enchantments.
The equation for the total damage is base damage x crit x strength effect + enchantments
so from a strength 2 sharp 5 diamond sword, they did 35.1 damage.
A sharp 5 diamond sword does +13.25 damage. So that's 14.25 damage in total (accounting for your fist damage). In terms of damage, enchantments are factored in last when the game is calculating damage, so we'll remove the sharpness out fo the equation by subtracting 35.1 by 6.25(the added damage for sharp 5) and then subtracting 13.25(diamond sword) by 6.25 to get +7.
So what this means is that a clean diamond sword + strength 2 = 28.8 damage. Strength calculates total damage excluding enchantments; a diamond sword does +7 attack damage which is 8 damage in total. 28.8 divided by 8 is 3.6, which is 360% (100%+260%). What this means is that +260% * 8 plus 8 is 28.8, which is the final result. Lastly, we factor in the enchantments, which is 6.25, and by adding 6.25 + 28.8 we get 35.1.
As for getting crits, they got 49.4 damage. crits do +50% damage of the total damage excluding enchantments, so we need to take the total damage of the sword exlcuding enchants, then factor in the crit damage, and then add the enchants. We can implement this by taking the total damage of a sharp 5 strength 2 dia sword and substracting it by 6.25, which is 28.8. Then multiply 28.8 by 1.5 and we get 43.2 damage. Lastly, we factor in the enchant damage, which is 6.25, and we end up with around 49.4 damage.
Currently, the potion just adds a clean 6 hearts for level 2. Also, it doesn't use a percentage, so you can spam click like in 1.8 and still get at least 6 damage every hit
a
http://www.minecraftforum.net/forums/mapping-and-modding/skins/2183704-in-dire-need-of-a-new-skin
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
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Shoot, I didn't realize strength potions were that powerful. No prizes for guessing what I'm wasting all my potion ingredients on!
why you dont realize it , this potion (level 2) even can make you kill a zombie in 1 hit just with diamond sword without enchantment , use it on pvp server and you be a king (maybe)
Watch My Advanture Journal At here : http://www.minecraftforum.net/topic/2540407-the-journey-to-beat-the-world/
if you looking for advanture , then read this !
http://www.minecraftforum.net/forums/mapping-and-modding/skins/2183704-in-dire-need-of-a-new-skin
And yes, a strength 2 potion is very powerful. A sharpness 5 diamond sword combined with a strength 2 potion will insta-kill a person in full iron armor.
Nevermind, I think that person was right about enchantments being added AFTER the strength potion, so ignore what I said about the insta-kill
Based on this, it appears that Strength II actually multiplies damage by 260% (2.6 times), not adds 260%, as 35.1 / 2.6 is 13.5 and 49.4 / 2.6 is 19; the first value is close to the damage a Sharpness V diamond sword does by itself; 13.25 (7 for the sword plus 6.25 for Sharpness V); note that the sword by itself did 14.3 damage according to the stats so it appears that Strength ignores your unarmed damage (which otherwise makes swords do one more damage than indicated; 14.25 for Sharpness V diamond, which rounds to 14.3 in the stats).
As for critical hits, the sword by itself did a constant 18.3 damage per hit (18.25?), refuting the Wiki's claims that it is randomized (I tested in 1.6.4; 1.6 is when they changed all of these to use fixed values and have weapons add to your unarmed base damage). There also appears to be rounding going on since the numbers I found weren't exact (260% of 13.25 is 34.45, 14.25 is 37.05; 260% of 18.3 is 47.58).
Also, critical hits appear to ignore Sharpness as they did only 4 more damage, which is 50% of an unenchanted diamond sword, but are affected by Strength.
In addition, I repeated these tests with a Sharpness V wooden sword and got the following:
Sharpness V, no critical: 11.3 damage
Sharpness V + critical: 13.8 damage (oddly enough, this seems to include your unarmed damage, or 50% of 5 instead of 50% of 4 as the diamond sword suggests).
Sharpness V + Strength II: 24.3 damage (divide by 2.6 and you get 9.346, one less than Sharpness V by itself minus your unarmed damage)
Sharpness V + critical + Strength II: 33.3 damage (divide by 2.6 and you get 12.8, exactly one less than no Strength minus your unarmed damage)
So, in conclusion the damage with Strength II is the damage of your sword by itself multiplied by 260%, NOT with 260% damage added for 360% total, with some roundings added in.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I have no idea if this anyone will see this post since it is well over a year later, or if this topic is common knowledge now, but I did some calculations and testing (like TheMasterCaver did) in a 1.8.8 world on iron golems, and I found similar results, but a slightly different theory overall. I used both a Wooden Axe and a Diamond Sword to test a difference of 4 base damage (2 hearts) between weapons. Here is the raw data, with each numeral (i.e "10.3") representing the damage points found in the statistics menu, and roman numerals (i.e. "V") representing the sharpness level/strength level:
Results:
Wooden Axe, No Critical
Unenchanted = 4 Unenchanted + Strength I = 9.2 Unenchanted + Strength II = 14.4
Sharpness V = 10.3 Sharpness V + Strength I = 15.5 Sharpness V + Strength II = 20.7
Diamond Sword, No Critical
Unenchanted = 8 Unenchanted + Strength I = 18.4 Unenchanted + Strength II = 28.8
Sharpness V = 14.3 Sharpness V + Strength I = 24.7 Sharpness V + Strength II = 35.1
Wooden Axe, Critical
Unenchanted = 6 Unenchanted + Strength I = 13.8 Unenchanted + Strength II = 21.6
Sharpness V = 12.3 Sharpness V + Strength I = 20.1 Sharpness V + Strength II = 27.9
Diamond Sword, Critical
Unenchanted = 12 Unenchanted + Strength I = 27.6 Unenchanted + Strength II = 43.2
Sharpness V = 18.3 Sharpness V + Strength I = 33.9 Sharpness V + Strength II = 49.4
These results show that TheMasterCaver was on the right track. The Base Damage of the Unenchanted Wooden Axe and Diamond Sword is 4 and 8 respectively, but their tooltips give a "+3 Attack Damage" and "+7 Attack Damage" respective attribute. This is due to the initial 1 Attack damage from the player's unarmed attack, such that 1 + 3 = 4, and 1 + 7 = 8.
Next, Critical Hits are as stated previously in the thread: they increase the damage by a factor of 1.5, or by +50% (same thing). If a Critical Hit is not performed, then the factor is just 1 or +0%, resulting in no change to the final damage.
The most notable effect is the Strength effect, which we all agree is extremely powerful, but the "rounding numbers" actually do not apply here. Strength does indeed apply as the Minecraft Tooltip shows: +130% for Strength I, +260% for Strength II, etc. Here is where my math differs from TheMasterCaver, as I treat the addition of percentages with the base of 100%, meaning Strength I does 230% damage, and Strength II does 360% damage (notice there is not a "+" symbol for 230% and 360%, as those are the totals after adding to 100%). The reason that it is not a 130% total and 260% total is because the "rounding numbers" step occurs during the enchantment calculation, which happens after Base Damage, Critical Hits, and Strength are applied. Here is my general formula based on my findings:
(Base Damage x Critical Factor x Strength Bonus) + Enchantment Bonus = Final Damage
The order in which the damage is determined also matters somewhat, as it starts with the Base Damage, then multiplies the Critical Factor (1.5 for critical, 1 for no critical), then multiplies the Strength Bonus, and finally adds the Enchantment Bonus. Funnily enough, The Commutative Property of Multiplication actually allows for the three multiplicative factors to be multiplied in any order, so long as the Enchantment Bonus is always added last. As Sharpness V adds 6.25 bonus damage to the weapon (1.25 damage per level of Sharpness), but the statistics menu only shows changes in tenths of a damage point, the rounding finally occurs, usually rounding up to the nearest tenth of a damage point (i.e. from 6.25 to 6.3 damage points).
Here is an example of my formula for the Sharpness V Diamond Sword with Strength I and a Critical Hit:
(8 x 1.5 x 2.3) + 6.25 = (27.6) + 6.25 = 33.85, which rounds up to 33.9.
Interestingly, this formula works perfectly for every test that I tried except for the Sharpness V Diamond Sword with Strength II and a Critical Hit, as noted in bold in the data. As with TheMasterCaver's findings, I found that its damage to be 49.4 in the statistics, but the formula actually spits it out as 49.45. In all other cases, this number rounded up to the nearest tenth of a point, but in this specific case, it rounded down. Just from simple observations, I cannot determine the reasoning for this, so either a more in-depth mathematical approach or some code analysis is needed to find that answer. Also, as my tests were done on iron golems, it may be interesting to see how much other factors affect damage, such as armor, armor enchantments, weakness, resistance, harming potions, etc. affect the damage formula. However, I do believe most of the answers can be determined by the current information on the Minecraft Wiki.
Thank you to anyone still interested in this topic who gave this a read, and hopefully some clear-cut answers can be gained here or found by others elsewhere.
Too true. I believe that since 1.9 introduces additive Strength Effects instead of multiplicative (+3 and +6 instead of +130% and +260%), it is certainly much more balanced than before. Also, with changes in weapon attack damage and the sharpness enchantment, armor values and armor enchantments, and of course the infamous weapon attack speed change, 1.9 is a whole 'nother ball game...
...Or, cube game. Whatever.
Even if this was 6 years ago, for anyone else that's going to read this, the conclusion is still wrong. It does do 360% damage total, not 260% because strength ignores enchantments.
The equation for the total damage is base damage x crit x strength effect + enchantments
so from a strength 2 sharp 5 diamond sword, they did 35.1 damage.
A sharp 5 diamond sword does +13.25 damage. So that's 14.25 damage in total (accounting for your fist damage). In terms of damage, enchantments are factored in last when the game is calculating damage, so we'll remove the sharpness out fo the equation by subtracting 35.1 by 6.25(the added damage for sharp 5) and then subtracting 13.25(diamond sword) by 6.25 to get +7.
So what this means is that a clean diamond sword + strength 2 = 28.8 damage. Strength calculates total damage excluding enchantments; a diamond sword does +7 attack damage which is 8 damage in total. 28.8 divided by 8 is 3.6, which is 360% (100%+260%). What this means is that +260% * 8 plus 8 is 28.8, which is the final result. Lastly, we factor in the enchantments, which is 6.25, and by adding 6.25 + 28.8 we get 35.1.
As for getting crits, they got 49.4 damage. crits do +50% damage of the total damage excluding enchantments, so we need to take the total damage of the sword exlcuding enchants, then factor in the crit damage, and then add the enchants. We can implement this by taking the total damage of a sharp 5 strength 2 dia sword and substracting it by 6.25, which is 28.8. Then multiply 28.8 by 1.5 and we get 43.2 damage. Lastly, we factor in the enchant damage, which is 6.25, and we end up with around 49.4 damage.
Currently, the potion just adds a clean 6 hearts for level 2. Also, it doesn't use a percentage, so you can spam click like in 1.8 and still get at least 6 damage every hit