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Host Your Game on Kongregate An open platform for all web games! However, when riding mobs, a player can see their mount's health, and a wolf 's health is visible in its tail angle.
Damage from attacks or natural causes subtracts from a player or mob's current health. When their health reaches zero, they die.
Most mobs do not recover health except through status effects, but tamed horses , dogs , and cats can be healed by feeding them.
Armor absorbs some of the damage that would have been done to its wearer, but takes damage itself in the process. Health and damage are stored as floating-point numbers in units of half-hearts.
When displaying the HUD , fractional values are rounded up to the next integer. Players can deal damage by hitting most entities with targets at close melee range.
An "unarmed" attack does 1 damage, but weapons and certain tools do more:. The values below show the damage dealt per hit using various weapons.
Attacking too quickly reduces the strength of attacks. The base damage done as a fraction of the full possible damage depends on the time between attacks, which is also reflected in the height of the held weapon on screen and the attack indicator bar configurable in the options menu :.
The damage multiplier is then 0. Damage done by enchantments Sharpness , Smite , and Bane of Arthropods is also reduced, but not as severely the multiplier is not squared :.
Critical hits are attacks that deal extra damage compared to regular attacks. Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit.
Critical hits affect all damageable entities including players , mobs , paintings , boats and minecarts. In melee combat, a critical hit occurs when a player attacks a mob while falling , including while coming down from a jump, but not while jumping up.
For instance, if the player attacks a mob by repeatedly hitting the attack button, some attacks land during the mob's immunity period and do not deal damage.
Melee weapons do not lose durability after unsuccessful attacks. If an entity is in the immunity period and then receives higher damage before accounting for armor, enchantments, or status effects , the difference between the original and new damage amounts is dealt.
This does not reset the immunity period. The damage mobs deal to players is affected by the difficulty of the game. The below values represent the amount of damage taken per hit.
If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion. When receiving damage from players, mobs, most projectiles, or explosions, players and mobs are also knocked back.
The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal.
A sprinting attack causes extra knockback. A thrown egg or snowball also causes knockback, despite not damaging most mobs. Entities riding another entity never receive any knockback when attacked.
Iron golems , shulkers , and the ender dragon also don't receive knockback, and certain other mobs have varying levels of knockback resistance.
Lightning striking on or near the player inflicts 5 damage, which can be reduced with armor. Natural lightning strikes on the player are rare and occur only during thunderstorms.
Players and mobs that get hit by lightning are set on fire , which is quickly extinguished by the rain during a thunderstorm.
Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, however the enchantments Feather Falling and Protection , and the status effect Slow Falling and Resistance do.
The table below shows fall damage immunity for mobs. Fall damage is calculated based on distance fallen rather than on velocity when hitting the ground.
The distance is accumulated based on a change in position each tick and rising does not reduce the accumulator, thus an entity bouncing in mid-air on the end of a lead accumulates fatal amounts of fall distance despite never being more than a few blocks above the ground.
Fall damage is 1 for each block of fall distance after the third. Thus, falling 4 blocks causes 1 damage, 2 damage for 5 blocks, and so forth.
A falling anvil deals 2 per block fallen after the first e. When a player or mob deals melee or projectile damage to a player or mob that is wearing Thorns -enchanted armor , part of the damage is reflected back at the attacker.
The amount varies with the enchantment level. Suffocation occurs when a player or a mob is unable to breathe due to its head being inside a solid block , causing the player or mob to receive 1 damage every half-second.
When inside a block, the player can easily step out of it as the blocks do not prevent their movement. For the purposes of suffocation, blocks that are transparent or do not fill an entire block do not cause damage.
This includes leaves , glass , honey blocks , slabs , stairs , fences , hoppers , chests , beds , bells , composters , grindstones , stonecutters , iron bars , end portal frames , trapdoors , and extended piston heads.
Despite being partially transparent, slime blocks can cause suffocation. The player's screen displays a darkened form of the block in which the player is suffocating.
When the player is in third person , the view automatically switches to the first-person view. In Java Edition , entities take damage if too many are packed into the same space.
Specifically, the maxEntityCramming gamerule defines the maximum number, above which a player or mob takes 6 suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities.
The default max number of entities in one block space is Pushable entities include players, mobs, boats, and minecarts.
When a player runs out of air underwater, they begin to drown, taking approximately 2 per second.
Mobs can drown as well, although mobs that can drown attempt to swim upward. Normally, mobs can remain underwater for 15 seconds before their air supply fully depletes.
They can remain underwater for 16 seconds before actually beginning to take damage. A squid or any kind of fish suffocates in air instead of drowning in water, while iron golems , guardians , turtles and undead mobs cannot get damaged from any situation.
Withers can drown, but break blocks around them including water upon taking damage. Dolphins can suffocate in air or drown in water and must be given access to both to survive.
A zombie does not take damage but instead begins the process of converting to a drowned mob when continuously in water for 30 seconds. When the player is no longer submerged in water or is in a bubble column , their oxygen regenerates at a rate of 1 bubble every 0.
Edit this Page All pages needing balance. This build is meant to cause the most damage possible in a single attack.
This build will only use the rogue class. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature.
The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
The class you choose will be 20 levels in Rogue, Assassin archetype. These are the most important features for this build. Once per turn, you can deal extra 10d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
On a failed save, double the damage of your attack against the creature. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and, using this feat, can cast it at its lowest level.
Once you cast it in this way, you must finish a long rest before you can cast it in this way again.