I'm going to be completely honest, I hate the 1.8 combat. That's weird coming from someone like me because I'm a builder. Generally speaking, more people are in favor of the new reworked combat system that 1.9 gave us as it provides a challenge rather than the old, broken system. However, both have their pros and cons. In this thread, I'll be improving upon and compromising between both systems.
1.8
Pros:
Fast paced (preferred by minigame servers)
Easier to prevent annoying creeper explosions
Better for Player vs Player combat
Accuracy based combat (aiming)
Cons
Swords are a monopoly in combat
Unbalanced Player vs Entity combat
Promotes spamming controls
Gives advantage to players with better mouses
1.9
Pros
Longer lasting battles between players
Promotes strategy (varying items)
Makes combat more challenging (preferred by SMPs)
Better for Player vs Entity combat (preferred by single players)
Slash: A slash is an attack that is performed when the player waits for their attack indicator to reach the max. In a slash attack, the player deals full damage.
Swing: A swing is an attack that is performed when the player’s attack indicators is 50-99% recharged. If this occurs, the player will deal 75% damage.
Cut: A cut is an attack that is performed when the player’s attack indicator is below 50%. The player will only deal 25% damage.
Crit Hit: A crit hit occurs when the player is falling downwards. The player does +1 damage. The animation is the vertical version of the sweep animation.
Slash’n Dash: A slash’n dash is an attack performed when the player’s attack indicator is full and they are sprinting. The player deals +1 damage.
Swing’n Miss: A swing’n miss has a 50% chance of occurring if the attack indicator is 50-90% recharged. The player will deal 0% damage if this occurs.
Close Cut: A close cut occurs when the player’s attack indicator is below 50% and the player is crouching. The player deals 50% damage if this occurs.
Every whack level is an extra block the player is knocked back from the original amount. The whacking animation is the same as the critical hit animation. For whacking to work, the player must deal a critical hit. Gold, being a heavier metal, will whack the player back further. Whack is useful when on the high ground.
Swords no longer perform the sweep special attack; the hoe does. However, there are some slight changes. First off, the sweeping edge enchantment is no longer in use. Secondly, the sweep level represents the percentage of damage distributed to all enemies besides the main target (the main target receives full damage). Enchantments are also distributed. For example, an iron hoe with sharpness V and fire aspect II would deal 4 damage and add 32 fireticks to all enemies besides the main target. The sweeping animation is unchanged. The player must be standing still to perform sweep.
Every stab level calculates the percentage of armor points (doesn’t affect enchants) that is ignored. In the stab animation, the player use 2 hands and pushes the sword forward at the enemy while it is parallel to the ground. The player must be sneaking for stabbing to work. Wouldn’t gold swords be overpowered? Considering the fact that a max enchanted gold sword does around half as much damage as a max enchanted diamond sword and has a low durability, not really. However, a gold sword could be debated for whether it’s as useful over an iron sword. Armor ignore would be most useful for late game when the regional difficulty is higher. Battling players would be slightly faster paced, but still based off of strategy if players could do some more damage.
Every ram level is indicative of the added percentage chance a common, uncommon, rare, equipped, and experience drops will be dropped from the entity hit. For ramming to work, the player must be walking. The ramming animation is the same as the stabbing animation.
Every smash level is a second that the shield is disabled. Shields being disabled now have an animation. For smash to work, the player must be sprinting (this is similar to before except for the fact that it relies less on luck. It used to be 25% without sprinting and 75% when sprinting). By now you’ve probably caught on to the theme of gold being the most useful in special attacks for each type of weapon. Shield disable would only be useful in single player if the chance for zombies to spawn with a shield was added.atting issues
Full support. Although I thought Attack Types were already in the game, at least partially. Also, what do wood tier weapons accomplish? The first ten minutes are the most important and the most deadly.
Yeah, sorry for the confusion; the crit hit is already in the game. I forgot to mention that. Seeming as how useless wooden tools are and how players almost immediately build stone tools as soon as they have stone, wooden tools are unnessecary. I would prefer a method for a player to craft a stone pick using a sticks from leaves and cobble stone from pebbles rather than a wooden pick. However, that doens't pertain to this thread. Thank you for the support!
Seeming as how useless wooden tools are and how players almost immediately build stone tools as soon as they have stone, wooden tools are unnessecary. I would prefer a method for a player to craft a stone pick using a sticks from leaves and cobble stone from pebbles rather than a wooden pick. However, that doens't pertain to this thread. Thank you for the support!
What about flint tools? They make vastly more sense.
Flint tools ould indeed make more sense, but there seems to be enough progression and stone tools can be easily obtained. However, stone tools being built by meter ide blocks is concerning. Whether they are replaced by flint or rocks is the question.
_________________________________________________________________________________________________
I'm going to be completely honest, I hate the 1.8 combat. That's weird coming from someone like me because I'm a builder. Generally speaking, more people are in favor of the new reworked combat system that 1.9 gave us as it provides a challenge rather than the old, broken system. However, both have their pros and cons. In this thread, I'll be improving upon and compromising between both systems.
1.8
Pros:
Cons
1.9
Pros
Cons
_________________________________________________________________________________________________
Slash: A slash is an attack that is performed when the player waits for their attack indicator to reach the max. In a slash attack, the player deals full damage.
Swing: A swing is an attack that is performed when the player’s attack indicators is 50-99% recharged. If this occurs, the player will deal 75% damage.
Cut: A cut is an attack that is performed when the player’s attack indicator is below 50%. The player will only deal 25% damage.
Crit Hit: A crit hit occurs when the player is falling downwards. The player does +1 damage. The animation is the vertical version of the sweep animation.
Slash’n Dash: A slash’n dash is an attack performed when the player’s attack indicator is full and they are sprinting. The player deals +1 damage.
Swing’n Miss: A swing’n miss has a 50% chance of occurring if the attack indicator is 50-90% recharged. The player will deal 0% damage if this occurs.
Close Cut: A close cut occurs when the player’s attack indicator is below 50% and the player is crouching. The player deals 50% damage if this occurs.
_________________________________________________________________________________________________
Every whack level is an extra block the player is knocked back from the original amount. The whacking animation is the same as the critical hit animation. For whacking to work, the player must deal a critical hit. Gold, being a heavier metal, will whack the player back further. Whack is useful when on the high ground.
Swords no longer perform the sweep special attack; the hoe does. However, there are some slight changes. First off, the sweeping edge enchantment is no longer in use. Secondly, the sweep level represents the percentage of damage distributed to all enemies besides the main target (the main target receives full damage). Enchantments are also distributed. For example, an iron hoe with sharpness V and fire aspect II would deal 4 damage and add 32 fireticks to all enemies besides the main target. The sweeping animation is unchanged. The player must be standing still to perform sweep.
Every stab level calculates the percentage of armor points (doesn’t affect enchants) that is ignored. In the stab animation, the player use 2 hands and pushes the sword forward at the enemy while it is parallel to the ground. The player must be sneaking for stabbing to work. Wouldn’t gold swords be overpowered? Considering the fact that a max enchanted gold sword does around half as much damage as a max enchanted diamond sword and has a low durability, not really. However, a gold sword could be debated for whether it’s as useful over an iron sword. Armor ignore would be most useful for late game when the regional difficulty is higher. Battling players would be slightly faster paced, but still based off of strategy if players could do some more damage.
Every ram level is indicative of the added percentage chance a common, uncommon, rare, equipped, and experience drops will be dropped from the entity hit. For ramming to work, the player must be walking. The ramming animation is the same as the stabbing animation.
Every smash level is a second that the shield is disabled. Shields being disabled now have an animation. For smash to work, the player must be sprinting (this is similar to before except for the fact that it relies less on luck. It used to be 25% without sprinting and 75% when sprinting). By now you’ve probably caught on to the theme of gold being the most useful in special attacks for each type of weapon. Shield disable would only be useful in single player if the chance for zombies to spawn with a shield was added.atting issues
Full support. Although I thought Attack Types were already in the game, at least partially. Also, what do wood tier weapons accomplish? The first ten minutes are the most important and the most deadly.
Yeah, sorry for the confusion; the crit hit is already in the game. I forgot to mention that. Seeming as how useless wooden tools are and how players almost immediately build stone tools as soon as they have stone, wooden tools are unnessecary. I would prefer a method for a player to craft a stone pick using a sticks from leaves and cobble stone from pebbles rather than a wooden pick. However, that doens't pertain to this thread. Thank you for the support!
Does the modification of the pickaxe sound reasonable? Should it have a different special attack?
Pickaxes doing sweeping kind of makes the most sense in a way, although a Piercing enchantment on them would be interesting...
I also support pebbles. After all, we did eventually get 'twigs' from trees, right?
A piercing modification would be unique, but doesn't seem fitting for a pickaxe considering its shape. Thx for the feedback anyways.
What about flint tools? They make vastly more sense.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Flint tools ould indeed make more sense, but there seems to be enough progression and stone tools can be easily obtained. However, stone tools being built by meter ide blocks is concerning. Whether they are replaced by flint or rocks is the question.