Hello everyone. Did anyone notice how creeper explosions from point blank used to be fatal, even when wearing armor? Ever since armor was buffed and became far easier to obtain, creeper explosions have become less deadly. That really doesn't make sense, and creepers are supposed to kill you easily.
I suppose that explosions of any kind completely ignore armor. If you were in the next to/in the center of an explosion, you'd still lose all your health. Thanks for reading, feedback is appreciated.
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The explosion of the creepers depend on the difficulty, Believe me, even with unenchanted iron armor, you will not survive a creeper explosion in hard mode.
Although armour would protect against shrapnel, it wouldn't protect against any sort of shockwave from the explosion.
IRL, this shockwave can tear about organs and break bones when close to the explosion.
I think that a better way for this to work would be if explosions dealt damage twice in the same tick.
The following is for a single block of TNT
Shrapnel damage would only damage things in a 5 block radius. It would do 7 hearts of damage at point blank (shrapnel is pretty deadly) but could be blocked by armour. Each full armour point blocks an entire heart of shrapnel damage. Shrapnel damage is also what causes blocks to break.
Shockwave damage would do 10 hearts of damage at point blank (I think at point blank, a cubic meter of TNT would be hyper deadly). It would travel through air and fluids. However, if it travels through one block of fluid, it can no longer travel through air again.
Shockwave damage travels 10 blocks and can only be blocked with Blast Protection enchantments.
Here's how I think it can be done.
Add 2 new types of explosion rays. They will be called shockwave, and fluid shockwave.
When a shockwave ray travels through a fluid, it turns into a fluid shockwave ray. Fluid Shockwave Rays can't go through air. They both do the same amount of damage, but fluid shockwave rays lose damage over distance twice as fast. This makes diving underwater a viable solution for surviving explosions.
The current explosion rays will be changed to be appropriate.
The Blast Protection enchantment will have to be changed too.
Well, there's my detail that could be added to the OP. OP, feel free to use this. Just give me some credit and put it in a spoiler separate from your text.
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This is a signature. There should be something here....
Oh wait! There is!
Although armour would protect against shrapnel, it wouldn't protect against any sort of shockwave from the explosion.
IRL, this shockwave can tear about organs and break bones when close to the explosion.
I think that a better way for this to work would be if explosions dealt damage twice in the same tick.
The following is for a single block of TNT
Shrapnel damage would only damage things in a 5 block radius. It would do 7 hearts of damage at point blank (shrapnel is pretty deadly) but could be blocked by armour. Each full armour point blocks an entire heart of shrapnel damage. Shrapnel damage is also what causes blocks to break.
Shockwave damage would do 10 hearts of damage at point blank (I think at point blank, a cubic meter of TNT would be hyper deadly). It would travel through air and fluids. However, if it travels through one block of fluid, it can no longer travel through air again.
Shockwave damage travels 10 blocks and can only be blocked with Blast Protection enchantments.
Here's how I think it can be done.
Add 2 new types of explosion rays. They will be called shockwave, and fluid shockwave.
When a shockwave ray travels through a fluid, it turns into a fluid shockwave ray. Fluid Shockwave Rays can't go through air. They both do the same amount of damage, but fluid shockwave rays lose damage over distance twice as fast. This makes diving underwater a viable solution for surviving explosions.
The current explosion rays will be changed to be appropriate.
The Blast Protection enchantment will have to be changed too.
Well, there's my detail that could be added to the OP. OP, feel free to use this. Just give me some credit and put it in a spoiler separate from your text.
I suppose that explosions of any kind completely ignore armor. If you were in the next to/in the center of an explosion, you'd still lose all your health. Thanks for reading, feedback is appreciated.
sorry; I use, way too much, 'punctuation', it's a habit...
Armour is meant to make you take less damage, creeper explosions are still pretty damn strong.
IRL, this shockwave can tear about organs and break bones when close to the explosion.
I think that a better way for this to work would be if explosions dealt damage twice in the same tick.
The following is for a single block of TNT
Shrapnel damage would only damage things in a 5 block radius. It would do 7 hearts of damage at point blank (shrapnel is pretty deadly) but could be blocked by armour. Each full armour point blocks an entire heart of shrapnel damage. Shrapnel damage is also what causes blocks to break.
Shockwave damage would do 10 hearts of damage at point blank (I think at point blank, a cubic meter of TNT would be hyper deadly). It would travel through air and fluids. However, if it travels through one block of fluid, it can no longer travel through air again.
Shockwave damage travels 10 blocks and can only be blocked with Blast Protection enchantments.
Here's how I think it can be done.
Add 2 new types of explosion rays. They will be called shockwave, and fluid shockwave.
When a shockwave ray travels through a fluid, it turns into a fluid shockwave ray. Fluid Shockwave Rays can't go through air. They both do the same amount of damage, but fluid shockwave rays lose damage over distance twice as fast. This makes diving underwater a viable solution for surviving explosions.
The current explosion rays will be changed to be appropriate.
The Blast Protection enchantment will have to be changed too.
Well, there's my detail that could be added to the OP. OP, feel free to use this. Just give me some credit and put it in a spoiler separate from your text.
Oh wait! There is!
This explains everything.
Case Closed...