Hello minecraft community,
I'm going to get straight to the point and not sales pitch it because you are either going to like it or not. So here it is, the longer you fall, the bigger your critical hit damage. For instance, the critical hit right now is just jumping up and down. But what if you jumped from a 4 block high over hang or something of that sort. Then you would do more damage to the mob. I think that this is balanced because of fall damage players would not be comitting huge critical hits. I'm not good with code and stuff like that so i don't know the damage values of a normal critical hit so i can't provide any suggestions in that area.
Edit #1 (3/12/13) Edit #1.5 (3/13/13) Some Numbers: Alright so I did some thinking. What about 1/3 of a heart extra damage per block that you are jumping from. meaning that it would take a 30 block jump to 1 hit someone who is wearing no armor. This is unrealistic so those who were worried about a ginormus buff can rest easier. This critical hit change would just provide a jump start to a fight with a mob or player. The second thing I have to propose was thought up by themagickid. Thanks! themagickid stated that in want of balance, that the higher up the player jumps from that there be a chance of the player missing. I thought this was well thought and maybe each block increased would add a 10% of miss. However that the miss rate maxes out at 95%. So, if you are a one of those lucky people even beyond 10 blocks up there is still a small chance of landing your buffed hit. Let me know what you think of these additions and once again thank you to themagickid.
I like the idea, but it sounds like something that could be very overpowered in the long run. Especially with diamond swords and enchantments. I support, assuming the idea had some very serious balance and limits where the damage stack doesn't go too far.
I might even go as far to suggest that critical hit particles change to resemble the damage done.
I actually have wanted something like this for a while...even though I only use that when I'm yelling at my computer while air-stabbing a pig from 10 blocks up....
Well on the other hand a well planned & timmed jump could assassinate your victim!
If you don't die of fall dmg...
I always wanted to play Assassin in a game where the only "combat" in the game is spam-clicking.
Besides that it would give more purpose to feather falling..
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I like it. But I don't think the buff should be very big.
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How many snipers does it take to get the intel?
One to shoot the sniper who shot the sniper who shot the sniper who shot the sniper who shot the sniper who...wait, what intel?
Seems OP, Using Feather Falling Boots and protection chest, you can fall 11 blocks while taking no damage.
Well, It is only overpowered if the crit hit boosts are large. They can be small enough to make sure that things like that are not overpowered. Also, lets keep in mind that you have to obtain the materials to make the armor then the materials to enchant, then the exp, then the luck of feather falling and protection.
Well, It is only overpowered if the crit hit boosts are large. They can be small enough to make sure that things like that are not overpowered. Also, lets keep in mind that you have to obtain the materials to make the armor then the materials to enchant, then the exp, then the luck of feather falling and protection.
Just that it's possible and it COULD break pvp servers. Assuming 1 boost per block, a diamond sword would do 18 damage and even more with sharpness.
Just that it's possible and it COULD break pvp servers. Assuming 1 boost per block, a diamond sword would do 18 damage and even more with sharpness.
Well then lets not have it be 1 boost per block. Like I said in the original post I have no idea the damage values already in the game so I left that alone.
Great idea! However i think it should add half a heart for block, or half a heart for each two blocks, bring in the Assasins and Ravine Jumpers! Better you get a Feather Falling enchantment!
I think this would be great, but I also think it would need a lot of tweaking to make it not too OP, like maybe there is a chance that when you're over a certain height, a fall attack would have a chance of missing or something, and the higher you fall the greater the chance of your attack failing. Or something like that ;).
Great idea! However i think it should add half a heart for block, or half a heart for each two blocks, bring in the Assasins and Ravine Jumpers! Better you get a Feather Falling enchantment!
I think this would be great, but I also think it would need a lot of tweaking to make it not too OP, like maybe there is a chance that when you're over a certain height, a fall attack would have a chance of missing or something, and the higher you fall the greater the chance of your attack failing. Or something like that .
Sounds good. So you're saying that fall damage is not enough? But yes I like that idea. So the higher up you go to do more damage the higher the chance of missing. 10% chance per block? That would also mean that at block 10 it will always miss meaning no crazy powerful attacks.
I'm going to get straight to the point and not sales pitch it because you are either going to like it or not. So here it is, the longer you fall, the bigger your critical hit damage. For instance, the critical hit right now is just jumping up and down. But what if you jumped from a 4 block high over hang or something of that sort. Then you would do more damage to the mob. I think that this is balanced because of fall damage players would not be comitting huge critical hits. I'm not good with code and stuff like that so i don't know the damage values of a normal critical hit so i can't provide any suggestions in that area.
Edit #1 (3/12/13) Edit #1.5 (3/13/13) Some Numbers: Alright so I did some thinking. What about 1/3 of a heart extra damage per block that you are jumping from. meaning that it would take a 30 block jump to 1 hit someone who is wearing no armor. This is unrealistic so those who were worried about a ginormus buff can rest easier. This critical hit change would just provide a jump start to a fight with a mob or player. The second thing I have to propose was thought up by themagickid. Thanks! themagickid stated that in want of balance, that the higher up the player jumps from that there be a chance of the player missing. I thought this was well thought and maybe each block increased would add a 10% of miss. However that the miss rate maxes out at 95%. So, if you are a one of those lucky people even beyond 10 blocks up there is still a small chance of landing your buffed hit. Let me know what you think of these additions and once again thank you to themagickid.
I might even go as far to suggest that critical hit particles change to resemble the damage done.
(900th post.)
Stay fluffy~
Besides that it would give more purpose to feather falling..
I had that idea as well. It would also add a bit more strategy and meaning to 'getting the high ground'
Also, here is an awesome suggestion I had: http://www.minecraftforum.net/topic/1745550-biome-effects/
One to shoot the sniper who shot the sniper who shot the sniper who shot the sniper who shot the sniper who...wait, what intel?
Well, It is only overpowered if the crit hit boosts are large. They can be small enough to make sure that things like that are not overpowered. Also, lets keep in mind that you have to obtain the materials to make the armor then the materials to enchant, then the exp, then the luck of feather falling and protection.
Just that it's possible and it COULD break pvp servers. Assuming 1 boost per block, a diamond sword would do 18 damage and even more with sharpness.
Well then lets not have it be 1 boost per block. Like I said in the original post I have no idea the damage values already in the game so I left that alone.
Support!!!
no sig yay
Thank you very much.
Im thinking perhaps 1/3 heart for each block.
Sounds good. So you're saying that fall damage is not enough? But yes I like that idea. So the higher up you go to do more damage the higher the chance of missing. 10% chance per block? That would also mean that at block 10 it will always miss meaning no crazy powerful attacks.
In sight of balance fall damage is essential to not make this overpowered.