Before I begin, i would like to say I want this to be an ongoing series. I will convert the information I post here into videos on my youtube channel; https://www.youtube.com/channel/UC3kYB_ouZ5Lw0c3a65oNUCg . The video will be more indepth with examples, making this information easier to understand! anyway lets begin!

Fall Damage

To accurately gain results, I used a 30 block high structure and java code. Each level of the structure had fall damage tested upon it numerously, eventually these results forming the basis of my formulas/discoveries.

The code was used to formulate exact readings of the amount of hearts lost in contact with the ground. As well as this, it was utilised to find the time alive of falling block entities (you will understand later in this post).

@EventHandler
public void onEntityDamage(EntityDamageEvent e)
{
if (e.getCause() != EntityDamageEvent.DamageCause.FALL) {
return;
}
if(e.getEntity() instanceof Player){
Player player = (Player)e.getEntity();
double damage = e.getFinalDamage();
player.sendMessage("§4§lDamage§7: §c§o"+ damage +"");
e.setCancelled(true);
e.setDamage(0);
}
}
@EventHandler
public void onEntityFall(EntityChangeBlockEvent e)
{
Double life = (double) e.getEntity().getTicksLived();
Bukkit.broadcastMessage("§4§lSeconds§7: §c§o"+ life/20 +"");
}

Values Obtained in Results (*Please ignore any enchantment values, these will be explored later)

From the above table, certain 'attributes' can be automatically confirmed:

Blocking and non-enchanted armour (of any sort) is as effective as no armour.

Protection enchantments and Feather falling, follow a rather randomised fall damage pattern.

Jump boost and resistance follow set values.

I consider 1 heart of damage to be one half heart in minecraft (therefore 20 hearts).

When I refer to no armour, the same rules apply for unenchanted armour and blocking

No Armour:

To calculate fall damage with no Armour, it is quite simply. Just obtain the amount of blocks high you are, and then minus 3. This can be highlighted in the formula:

(Blocks High) - 3

For example if I was 13 blocks high, I would take 10 hearts of damage.

Any negative number generated, becomes 0. (eg: 1 block high -3 = -2 [Fall Damage dosent heal hearts...well 'technically'. TBD!])

This formula in general works, however they're are some 'inconsistencies'. For example at 22 and 23 blocks high, the same damage value of 19 is generated. However at 24 blocks high, 21 hearts of damage is generated, making 23 blocks high not follow the pattern/formula. This however is not a bad thing, any inconsistency are actually beneficial to the player. They deal 1 less damage point, then they should. Other inconsistencies between 0-30 blocks high, include; 12, 17, 20, 23, 25, 28 and 30 (can check above table for confirmation)

Therefore it can be confirmed 23 blocks is the largest amount of blocks high, one with only armour/no armour/ blocking can survive from.

Inconsistencies:

The values stated in the above paragraph, seem to also be conveyed into all perks/effects. Even enchantments with their aspects of random, seem to follow the ' inconsistent' number patterns.

Jump Boost:

Jump Boost follows a simple pattern follow. If looking at the table JB II, is just regular fall damage shuffled down 2 spots. For jump boost 1 it would be shuffled down 1 spot, and for jump boost 23 it would be shuffled down 23 spots; easy enough.

Therefore the formula is:

(Blocks High) - 3 - Level of Jump Boost

It is basically subtracting the level of jump boost from the original equation. Since it is ‘ Shuffling’ the original equation, the amount of damage remains completely cancelled at low block heights. As you can see from the table, damage is only obtained from 6 blocks high with JP II. Jump boost, also follows the various inconsistencies. This makes jump boost I contain the same limit of only falling 23 blocks, making it practically as useful as not having any effect at all. Jump boost II on the other hand can withstand 25 blocks.

Resistance:

Resistance I effect remains the same across all damage types, whether it be in pvp, falling, suffocation… 20% of the damage is always Resistance I is exactly the same as 100% feather falling I. As each resistance level increases, 20% of extra damage is cancelled out; for example Resistance 3 cancels out 60% of damage. Fall damage is completely immune to players with resistance 5. The following formula is utilised to calculate fall damage with resistance.

(1-[level of resistance *0.2]) * (Blocks High) - 3

Enchantments:

Protection and Feather Falling do not provide set damage values, and can led to players dying at randomised heights. However formulas have been created to help solve this issue. Below is a table, showcasing Enchantments Protection Factor (EPF).

Although the EPFS are already shown, they can be calculated through

EPF = (6 + <level>²) x Type Modifier ÷ 3

For example for feather falling 5, its EPF would be (6+ 5^2) * 2.5 /3 = 25.8.

The larger the EPF, the more fall damage which can be absorbed. However if the EPF is greater than 20, it is lowered down to equal 20. (So therefore feather falling V EPF will equal 20)

Therefore feather Falling I provides 5 EPF, whilst protection I on one item offers 1 EPF. Protection I on 4 items provides 4 EPF. This makes feather falling 1 slighly more effective than a set of protection 1 at fall damage.

Feather Falling II and III and Protection II and III contain same EPF, and thus will contain similar fall damage values, making it either just as effective.

Feather Falling IV is worse than Protection IV.

To find the amount of damage absorbed by enchantments, the following formula is utilised:

EPF * x/100 * 4 = DA (x is a value from 50-100)

(100 - DA) * (Blocks Fallen- 3)

Feather Falling IV has a EPF of 18. This number is multiplied by a percentage ranging around 50 -100%. This makes enchantments fall damage protection ability randomised. The value obtained, is then multiplied by 4. This new number will be the amount of damage that is absorbed when falling. Therefore we then put this number into the original equation to find the Max or Min Damage Absorbed with Feather Falling IV.

The maximum damage absorbed (when the EPF is multiplied by 100%) is 72% . Therefore ((100-0.72) * (Blocks Fallen – 3)),

The minimum damage absorbed (when the EPF is multiplied by 50%) is 36%. Therefore ((100-0.36) * (Blocks Fallen – 3))

On the otherhand, Protection IV has a EPF of 20 (if wearing it all). Following the same formulas from above it can be resolved that:

The Max Damage Absorbed with Prop IV will be 80% and Therefore ((100-0.8) * (Blocks Fallen – 3)),

The Min Damage Absorbed With Prop IV will be 40%. Therefore ((100-0.4) * (Blocks Fallen – 3))

Both feather falling IV and protection IV have large ranges. Using the formulas it was concluding that the maximum height that Protection IV could withstand is 101 blocks, whilst the minimum is 33. Therefore anything below 33 will never kill someone in fall prop 4; however any block more has a chance to be lethal.

With feather falling IV the max is 74 blocks, whilst the minimum is 31 blocks high.

To die from falls little more than 33/31 blocks high is unlikely, yet still remains plausible.

Feather Falling I vs Protection I

Moving on Feather Falling I has a EPF of 5. Thereffore its Max Damage Absorbed with Feather Falling IV is 20% Absorbed. Therefore ((100-0.2) * (Blocks Fallen – 3)), whilst its

Min Damage Absorbed With Feather Falling IV: is 10%. Therefore ((100-0.1) * (Blocks Fallen – 3)) . Feather falling 1 maximum is similay effective as resiatance 1.

Protection I has a EPF of 4 (if wearing it all), so its

max Damage Absorbed with Prop IV is 16% Absorbed. Therefore ((100-0.16) * (Blocks Fallen – 3))

Min Damage Absorbed With Prop IV is 8%. Therefore ((100-0.8) * (Blocks Fallen – 3))

Enchantments are randomised; making them both good and bad in fall damage situations. Although it allows for higher jumps; a small jump of say, 36 also has the possibility to kill you and your OP armour.

Below, is a table showcasing the thresholds of status effects and enchantments before death.

Jumping:

Jumping before a fall will increase the damage of the fall. When a player jumps a whole 1.5 blocks is added to the height, making 21 blocks the highest one can fall when jumping off. Therefore a formula can be created!

(Blocks High + 1.5) - 3

Jumping sideways or upwards does not lessen/increase the fall damage. Fall damage is calculated by the amount of time suspending in the air. This is further explored in the pictures below

Calculating how many blocks high you are (or how high you are ):

A great way to find out high you are, is to see how long a falling block (Eg; sand, gravel, anvil) takes to hit the ground. The aim is to count how many seconds it is before the block hits the ground. Althogh you most likely can not count in milleseconds; (I surely can not), general assumptions can still be made. An Iphone stopwatch, time mods, computer timers, will aid in providing a more accurate result. Using the formulas below, a approximate guess can be made to how many blocks high one actually is. These formulas can be inversed and simplified. I personally created these formulas through my testings (and the code)).

~ = Approximation

>= 10 Blocks High: 2* 0.35 + (blocks to fall * 0.05) =~ seconds for block to hit ground (s)

>= 29 Blocks High: 2* 0.35 + (blocks to fall * 0.05) - 0.1 =~ seconds for block to hit ground (s)

Now rearranging the formulas; we get:

>= 10 Blocks High: Blocks to fall =~ seconds * 20 - 14

>= 29 Blocks High: Blocks to fall =~ seconds * 20 - 12

The >= 29 blocks, comes with inconsistencies with block entity fall times. (check table) As well as this, there is no yet available formula for less than 10 blocks; but its quite self explanatory from a small height like that.

Before I venture any further, this is an approximation and will give a result close or equal to the correct number. It is not advised to ‘ jump’ if it provides values around/above 19.

Now for some examples,

Say your raiding a base, and the faction turns up. You run to the top of their base an drop a anvil (You found it in a chest!) and count it fell for less than 1.5 seconds.

Using the formula:

1.5 * 20- 14 = 16; therefore you are less than 16 blocks high.

Now to a more reasonable example, same situation but the anvil falls for around 3.5 seconds, you have protection IV armour. We have already established that you have a chance to survive falls from 33 blocks – 101 blocks.

So 3.5*20– 14 = ~ 56 blocks to fall

Since it is greater than 29 blocks we then use the second formula instead!

3.5*20 - 12 =~58 Blocks to fall

This formula, can also be used to find block speeds and such, maybe to land an anvil on the head of a player. (We will use it later on!)

Finally: a equation can be made which encompasses all aspects in this 'guide'.

(1-[level of resistance *0.2]) * { ((100 - ([(6 + <level of enchantments>²) x Type Modifier ÷ 3]* x/100 * 4))) * (seconds * 20 - C+ J) - 3 - Level of Jump Boost }

x = Any value between 50 and 100

J = 1.5; if Jumping

C = 14 if >= 10 Blocks to high or 12 when >= 29 blocks high

Hope you guys like this :D, will do more. Remember to sub to our youtube, to see the digital copy [out soon] (with more thorough examples!). Link is at top of page. Remember to tell us in the comments below your thoughts, and what we should 'decompile' next!

What to add to Fall Damage Facts

Lava Damage

How to Reset to Fall Damage 0

How to Stall Fall Damage

How Suspended in Air is kinda Fall damage, and kinda not

Negative Fall Damage ~ If i get around to it, this may be hard to showcase/explain

Explaining Jump Boost in more depth (may be part of another fact ses though)

One thing to note - the maximum EPF you can get is 25, not 20, since the game first caps it at 25, then multiplies this by 50-100%, rounding up, and then it caps it again at 20 for 13-20 EPF; this means that you can get even more protection on the low side (52-80%, averaging 66%) than with just full Protection IV (40-80%, averaging 60%) if you also add in Feather Falling IV; this is why I wear armor that has Protection IV on two pieces and Feather Falling IV boots, which provides 28 EPF of fall damage protection:

When a player or mob wearing armor is subjected to damage, the EPFs of all applicable enchantments are added together, capped at 25, multiplied by a random value between 50% and 100%, rounded up, and capped again at 20. The damage is then reduced by 4% per point of total effective EPF (for example, a total effective EPF of 20 reduces damage by 80%).

This also means that Fire Protection (etc) are slightly better at reducing their specific damage than regular Protection (although generally protection is better since it reduces nearly all sources of damage).

Also, if the Wiki is correct in 1.9 enchantments are no longer random since they make no mention of any random factor; the maximum EPF of 20 will reduce damage by a constant 66% (this is the same as the average for 25 EPF in 1.8). Note also that Protection was reduced to 4 EPF per piece, reducing damage by 53% for a full set, but this is still better than the minimum in 1.8 and before (including at the maximum EPF); Feather Falling IV is now 12 EPF, making it more important to combine it with Protection (with the enchantments I use you can still get 20 EPF for fall damage reduction; you probably want 3x Protection IV (12 EPF) + 1x Blast Protection IV (8 EPF) to maximize protection from explosions since creepers are much deadlier); the minimum is more important when calculating whether you can survive a single hit of high damage (a long fall, creeper explosion, or the like):

The EPFs of all applicable enchantments are added together and capped at 20. The damage is reduced as damage = damage * ( 1 - cappedEPF / 30 ), giving a maximum reduction of 66% at EPF 20.

As for the inconsistent fall damage, this is likely due to the use of floating point values in the code. Also, there is also no such thing as "negative fall damage" - they very clearly considered that possibility (exploit); only if fall damage is greater than zero will it deal any damage:

int var5 = MathHelper.ceiling_float_int((distance - 3.0F - var4) * damageMultiplier);
if (var5 > 0)
{
this.attackEntityFrom(DamageSource.fall, (float)var5);

Note that "var5" is an integer but is cast to a float when damaging the entity; a value of 20 might be represented as 19.9999 as a float, hence it leaves an entity with 20 HP with 0.0001 health left (the GUI always rounds up so you'll see half a heart left, this is also why you can get damaged and not see any health loss, but get damaged more and you'll lose health).

You said that if you fall 13 blocks you'll take 10 hearts of damage. You only have 10 hearts and you later said that 23 blocks is the minimum to kill you.

Rollback Post to RevisionRollBack

Watch out for the crabocalypse. Some say the day will never come. But it will.

Feel free to drop by for a chat whenever.

If you'd like to talk with me about other games, here are a few I play.

Team Fortress 2

Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)

Elder Scrolls series

Warframe (IGN is something like That_One_Flesh_Atronach)

Pokémon series (HGSS forever)

Rocket League

Fallout series

Left 4 Dead 2 (Boomer files always corrupt though)

SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)

Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)

Just Cause series

Come to think of it, I mainly play fighting-based games.

Hey thanks for the clearing up on the misconceptions; I didnt really want to bring up larger enchantment values due to this post being soley on fall damage (both Prop IV and Feather Falling IV have EPFS <= 20)

However, to my knowledge the fall damage Maximum should remain consistant, the minimum only increasing as the EPF increases (I think that is what you are saying anyway)

~ Will test out the features you are stating about 1.9, and then add to this post later (thanks)

Thankyou for providing an explanation to inconsistent damage. I was going to dwelve into this in another topic; stupid to not bring it up here!

Although I do not find it necessary for fall damage, due to damage lost being 'whole'; it is still good to note (I see the used code just as accurate in providing the data I required). However, although it is good to use floats it still dosent correspond with the formula, making it in my eyes an 'inconsistencies' in this case

Anyway, I would like to thank you on providing more information to this fact file; in regards to negative fall damage; it is more a 'theory' I will use to later explain another topic. Please note the formulas I used in this are basic; as I am searching for a more appropriate way to solve fall damage taking into consideration 0, 1 ,2 . I will explore this more in Jump Boost Fact File; which will delve in bytes and negative potion effects.

23 blocks isn't deadly, the absolute minimum fall deadly is about 23.435 blocks. The further you fall including deadly falls the more inconsistent the height-3 formula is.

23 blocks isn't deadly, the absolute minimum fall deadly is about 23.435 blocks. The further you fall including deadly falls the more inconsistent the height-3 formula is.

The reason for this discrepancy is a long-unresolved bug in the game; it calculates fall damage before actually incrementing the fall distance so it misses out on the last tick before you hit the ground:

Having fixed this myself, it becomes much more consistent (ignoring some precision error due to using floats) - 23 blocks = death. In fact, you even take damage jumping (not just walking off) a 2 block high ledge, which results in a maximum height of 3.25 blocks off the ground but vanilla still thinks this is less than 3 (I had somebody point this out to me and increased the offset from 3 to 3.3 so you need to fall an additional 0.3 blocks to start taking damage, also offsetting all other distances by 0.3. Note that the damage taken is the values shown minus the offset and rounded up, so for vanilla 21.833 becomes 19. These are also actual values measured in-game via printing out the fall distance):

Before I begin, i would like to say I want this to be an ongoing series. I will convert the information I post here into videos on my youtube channel;https://www.youtube.com/channel/UC3kYB_ouZ5Lw0c3a65oNUCg. The video will be more indepth with examples, making this information easier to understand! anyway lets begin!Fall DamageTo accurately gain results, I used a 30 block high structure and java code. Each level of the structure had fall damage tested upon it numerously, eventually these results forming the basis of my formulas/discoveries.

Values Obtained in Results (*Please ignore any enchantment values, these will be explored later)

From the above table, certain 'attributes' can be automatically confirmed:

No Armour:To calculate fall damage with no Armour, it is quite simply. Just obtain the amount of blocks high you are, and then minus 3. This can be highlighted in the formula:

(Blocks High) - 3For example if I was 13 blocks high, I would take 10 hearts of damage.Any negative number generated, becomes 0. (eg: 1 block high -3 = -2 [Fall Damage dosent heal hearts...well 'technically'. TBD!])

This formula in general works, however they're are some 'inconsistencies'. For example at 22 and 23 blocks high, the same damage value of 19 is generated. However at 24 blocks high, 21 hearts of damage is generated, making 23 blocks high not follow the pattern/formula. This however is not a bad thing, any inconsistency are actually beneficial to the player. They deal 1 less damage point, then they should. Other inconsistencies between 0-30 blocks high, include; 12, 17, 20, 23, 25, 28 and 30 (can check above table for confirmation)

Therefore it can be confirmed 23 blocks is the largest amount of blocks high, one with only armour/no armour/ blocking can survive from.

Inconsistencies:The values stated in the above paragraph, seem to also be conveyed into all perks/effects. Even enchantments with their aspects of random, seem to follow the ' inconsistent' number patterns.

Jump Boost:Jump Boost follows a simple pattern follow. If looking at the table JB II, is just regular fall damage shuffled down 2 spots. For jump boost 1 it would be shuffled down 1 spot, and for jump boost 23 it would be shuffled down 23 spots; easy enough.

Therefore the formula is:

(Blocks High) - 3 - Level of Jump BoostIt is basically subtracting the level of jump boost from the original equation. Since it is ‘ Shuffling’ the original equation, the amount of damage remains completely cancelled at low block heights. As you can see from the table, damage is only obtained from 6 blocks high with JP II. Jump boost, also follows the various inconsistencies. This makes jump boost I contain the same limit of only falling 23 blocks, making it practically as useful as not having any effect at all. Jump boost II on the other hand can withstand 25 blocks.

Resistance:Resistance I effect remains the same across all damage types, whether it be in pvp, falling, suffocation… 20% of the damage is always Resistance I is exactly the same as 100% feather falling I. As each resistance level increases, 20% of extra damage is cancelled out; for example Resistance 3 cancels out 60% of damage. Fall damage is completely immune to players with resistance 5. The following formula is utilised to calculate fall damage with resistance.

(1-[level of resistance *0.2]) * (Blocks High) - 3Enchantments:Protection and Feather Falling do not provide set damage values, and can led to players dying at randomised heights. However formulas have been created to help solve this issue. Below is a table, showcasing Enchantments Protection Factor (EPF).

Although the EPFS are already shown, they can be calculated through

For example for feather falling 5, its EPF would be (6+ 5^2) * 2.5 /3 = 25.8.The larger the EPF, the more fall damage which can be absorbed. However if the EPF is greater than 20, it is lowered down to equal 20. (So therefore feather falling V EPF will equal 20)

To find the amount of damage absorbed by enchantments, the following formula is utilised:

EPF * x/100 * 4 = DA (x is a value from 50-100)(100 - DA) * (Blocks Fallen- 3)Feather Falling IV has a EPF of 18. This number is multiplied by a percentage ranging around 50 -100%. This makes enchantments fall damage protection ability randomised. The value obtained, is then multiplied by 4. This new number will be the amount of damage that is absorbed when falling. Therefore we then put this number into the original equation to find the Max or Min Damage Absorbed with Feather Falling IV.

The maximum damage absorbed (when the EPF is multiplied by 100%) is 72% . Therefore

((100-0.72) * (Blocks Fallen – 3)),The minimum damage absorbed (when the EPF is multiplied by 50%) is 36%. Therefore

((100-0.36) * (Blocks Fallen – 3))On the otherhand, Protection IV has a EPF of 20 (if wearing it all). Following the same formulas from above it can be resolved that:

The Max Damage Absorbed with Prop IV will be 80% and Therefore

((100-0.8) * (Blocks Fallen – 3)),The Min Damage Absorbed With Prop IV will be 40%. Therefore (

(100-0.4) * (Blocks Fallen – 3))Both feather falling IV and protection IV have large ranges. Using the formulas it was concluding that the maximum height that Protection IV could withstand is 101 blocks, whilst the minimum is 33. Therefore anything below 33 will never kill someone in fall prop 4; however any block more has a chance to be lethal.

With feather falling IV the max is 74 blocks, whilst the minimum is 31 blocks high.

To die from falls little more than 33/31 blocks high is unlikely, yet still remains plausible.Feather Falling I vs Protection IMoving on Feather Falling I has a EPF of 5. Thereffore its Max Damage Absorbed with Feather Falling IV is 20% Absorbed. Therefore ((100-0.2) * (Blocks Fallen – 3)), whilst its

Min Damage Absorbed With Feather Falling IV: is 10%. Therefore ((100-0.1) * (Blocks Fallen – 3)) . Feather falling 1 maximum is similay effective as resiatance 1.

Protection I has a EPF of 4 (if wearing it all), so its

max Damage Absorbed with Prop IV is 16% Absorbed. Therefore ((100-0.16) * (Blocks Fallen – 3))

Min Damage Absorbed With Prop IV is 8%. Therefore ((100-0.8) * (Blocks Fallen – 3))

Enchantments are randomised; making them both good and bad in fall damage situations. Although it allows for higher jumps; a small jump of say, 36 also has the possibility to kill you and your OP armour.

Below, is a table showcasing the thresholds of status effects and enchantments before death.Jumping:Jumping before a fall will increase the damage of the fall. When a player jumps a whole 1.5 blocks is added to the height, making 21 blocks the highest one can fall when jumping off. Therefore a formula can be created!

(Blocks High + 1.5) - 3Jumping sideways or upwards does not lessen/increase the fall damage. Fall damage is calculated by the amount of time suspending in the air. This is further explored in the pictures below

Calculating how many blocks high you are (or how high you are ):A great way to find out high you are, is to see how long a falling block (Eg; sand, gravel, anvil) takes to hit the ground. The aim is to count how many seconds it is before the block hits the ground. Althogh you most likely can not count in milleseconds; (I surely can not), general assumptions can still be made. An Iphone stopwatch, time mods, computer timers, will aid in providing a more accurate result. Using the formulas below, a approximate guess can be made to how many blocks high one actually is. These formulas can be inversed and simplified. I personally created these formulas through my testings (and the code)).

~ = Approximation

>= 10 Blocks High: 2* 0.35 + (blocks to fall * 0.05) =~ seconds for block to hit ground (s)

>= 29 Blocks High: 2* 0.35 + (blocks to fall * 0.05) - 0.1 =~ seconds for block to hit ground (s)

Now rearranging the formulas; we get:

>= 10 Blocks High: Blocks to fall =~ seconds * 20 - 14>= 29 Blocks High: Blocks to fall =~ seconds * 20 - 12The >= 29 blocks, comes with inconsistencies with block entity fall times. (check table) As well as this, there is no yet available formula for less than 10 blocks; but its quite self explanatory from a small height like that.

Before I venture any further, this is an approximation and will give a result close or equal to the correct number. It is not advised to ‘ jump’ if it provides values around/above 19.Now for some examples,

Say your raiding a base, and the faction turns up. You run to the top of their base an drop a anvil (You found it in a chest!) and count it fell for less than 1.5 seconds.

Using the formula:

1.5 * 20- 14 = 16; therefore you are less than 16 blocks high.

Now to a more reasonable example, same situation but the anvil falls for around 3.5 seconds, you have protection IV armour. We have already established that you have a chance to survive falls from 33 blocks – 101 blocks.

So 3.5*20– 14 = ~ 56 blocks to fall

Since it is greater than 29 blocks we then use the second formula instead!

3.5*20 - 12 =~58 Blocks to fall

This formula, can also be used to find block speeds and such, maybe to land an anvil on the head of a player. (We will use it later on!)Finally: a equation can be made which encompasses all aspects in this 'guide'.(1-[level of resistance *0.2]) * { ((100 - ([(6 + <level of enchantments>²) x Type Modifier ÷ 3]* x/100 * 4))) * (seconds * 20 - C+ J) - 3 - Level of Jump Boost }x = Any value between 50 and 100J = 1.5; if JumpingC = 14 if >= 10 Blocks to high or 12 when >= 29 blocks highHope you guys like this :D, will do more. Remember to sub to our youtube, to see the digital copy [out soon] (with more thorough examples!). Link is at top of page. Remember to tell us in the comments below your thoughts, and what we should 'decompile' next!What to add to Fall Damage FactsLava Damage

How to Reset to Fall Damage 0

How to Stall Fall Damage

How Suspended in Air is kinda Fall damage, and kinda not

Negative Fall Damage ~ If i get around to it, this may be hard to showcase/explain

Explaining Jump Boost in more depth (may be part of another fact ses though)

Leave more in the comments below !

Nice collection of info. Thanks.

...

One thing to note - the maximum EPF you can get is 25, not 20, since the game first caps it at 25, then multiplies this by 50-100%, rounding up, and then it caps it again at 20 for 13-20 EPF; this means that you can get even more protection on the low side (52-80%, averaging 66%) than with just full Protection IV (40-80%, averaging 60%) if you also add in Feather Falling IV; this is why I wear armor that has Protection IV on two pieces and Feather Falling IV boots, which provides 28 EPF of fall damage protection:

This also means that Fire Protection (etc) are slightly better at reducing their specific damage than regular Protection (although generally protection is better since it reduces nearly all sources of damage).

Also, if the Wiki is correct in 1.9 enchantments are no longer random since they make no mention of any random factor; the maximum EPF of 20 will reduce damage by a constant 66% (this is the same as the average for 25 EPF in 1.8). Note also that Protection was reduced to 4 EPF per piece, reducing damage by 53% for a full set, but this is still better than the minimum in 1.8 and before (including at the maximum EPF); Feather Falling IV is now 12 EPF, making it more important to combine it with Protection (with the enchantments I use you can still get 20 EPF for fall damage reduction; you probably want 3x Protection IV (12 EPF) + 1x Blast Protection IV (8 EPF) to maximize protection from explosions since creepers are much deadlier); the minimum is more important when calculating whether you can survive a single hit of high damage (a long fall, creeper explosion, or the like):

As for the inconsistent fall damage, this is likely due to the use of floating point values in the code. Also, there is also no such thing as "negative fall damage" - they very clearly considered that possibility (exploit); only if fall damage is greater than zero will it deal any damage:

Note that "var5" is an integer but is cast to a float when damaging the entity; a value of 20 might be represented as 19.9999 as a float, hence it leaves an entity with 20 HP with 0.0001 health left (the GUI always rounds up so you'll see half a heart left, this is also why you can get damaged and not see any health loss, but get damaged more and you'll lose health).

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?

You said that if you fall 13 blocks you'll take 10 hearts of damage. You only have 10 hearts and you later said that 23 blocks is the minimum to kill you.

Watch out for the crabocalypse. Some say the day will never come. But it will.

Feel free to drop by for a chat whenever.

If you'd like to talk with me about other games, here are a few I play.

Team Fortress 2

Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)

Elder Scrolls series

Warframe (IGN is something like That_One_Flesh_Atronach)

Pokémon series (HGSS forever)

Rocket League

Fallout series

Left 4 Dead 2 (Boomer files always corrupt though)

SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)

Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)

Just Cause series

Come to think of it, I mainly play fighting-based games.

Interesting. Thanks for the post!

-SixOh

Very interesting bit of info here.

I post pretty rarely nowadays. Gosh, I wish this place weren't so...

empty...Hey thanks for the clearing up on the misconceptions; I didnt really want to bring up larger enchantment values due to this post being soley on fall damage (both Prop IV and Feather Falling IV have EPFS <= 20)

However, to my knowledge the fall damage Maximum should remain consistant, the minimum only increasing as the EPF increases (I think that is what you are saying anyway)

~ Will test out the features you are stating about 1.9, and then add to this post later (thanks)

Thankyou for providing an explanation to inconsistent damage. I was going to dwelve into this in another topic; stupid to not bring it up here!

Although I do not find it necessary for fall damage, due to damage lost being 'whole'; it is still good to note (I see the used code just as accurate in providing the data I required). However, although it is good to use floats it still dosent correspond with the formula, making it in my eyes an 'inconsistencies' in this case

Anyway, I would like to thank you on providing more information to this fact file; in regards to negative fall damage; it is more a 'theory' I will use to later explain another topic. Please note the formulas I used in this are basic; as I am searching for a more appropriate way to solve fall damage taking into consideration 0, 1 ,2 . I will explore this more in Jump Boost Fact File; which will delve in bytes and negative potion effects.

https://gyazo.com/739345b40fbebb76f5bb6af4d0befbf1 (Negative Fall Damage)

@Rasah Thanks

@sixohdieselrage Thanks

@SheepInTheCity Thanks

23 blocks isn't deadly, the absolute minimum fall deadly is about 23.435 blocks. The further you fall including deadly falls the more inconsistent the height-3 formula is.

The reason for this discrepancy is a long-unresolved bug in the game; it calculates fall damage before actually incrementing the fall distance so it misses out on the last tick before you hit the ground:

MC-130639 Fall distance is not updated on the last tick of the fall

Having fixed this myself, it becomes much more consistent (ignoring some precision error due to using floats) - 23 blocks = death. In fact, you even take damage jumping (not just walking off) a 2 block high ledge, which results in a maximum height of 3.25 blocks off the ground but vanilla still thinks this is less than 3 (I had somebody point this out to me and increased the offset from 3 to 3.3 so you need to fall an additional 0.3 blocks to start taking damage, also offsetting all other distances by 0.3. Note that the damage taken is the values shown minus the offset and rounded up, so for vanilla 21.833 becomes 19. These are also actual values measured in-game via printing out the fall distance):

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?