This must be one of the most simple yet most infuriating combat system that was ever conceived....but we have worse (Counter Strike and league of legends) 🫠
As a software developer who loves disassembling how things work at a core level, I love supporting these kinds of channels! You earned by subscription!
If you ever do this again, plz explain how shooting arrows work when accelerating towards the ground after jumping bc I SWEAR it isn't what it used to be
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Tc9fWXfDQNw.html (it took me so long to edit this that the thumbnail & title are completely different LOL)
After watching the whole video, I just wanna say that it is incredibly well made and if this had only existed when I first looked into this stuff it would saved tons of time looking at Minecraft parkour wikis and testing stuff and looking at damage calculations and sprint reseting. Additionally I learned several things including (it halves the velocity of the player being attacked before adding the 0.4 of a hit, blocking adds 1 damage point before halving the output, resistance pots can’t bypass the random part of the calculation, and the 80% damage reduction maximum). With that being said, I think there are a couple of things you could have touched on or could include in a future video. 1. Latency: this is such a massive part of reach in any actual multiplayer server and has a greater effect than low ground from what I’ve seen (ie rodding can be better than low ground if you give them enough backwards velocity). Here’s a video link outlining it’s affect relatively well that you could emulate: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-nOUDng4Z-rI.htmlsi=_xAM3G6vLXEB1wc4. Although this doesn’t cover the way blocks and visibility can effect things but block pvp is entirely different challenge. 2. Jump reseting. It is a direct consequence of how Minecraft calculates whether the player is on ground 1 tick late so you can get the additional forward velocity of a jump while not being in the air during the hit and having reduced friction. There is easy code to point to and I think it would fit easily in with your style. 3. Reducing. The 0.6 times x / z reducing effect of kb / sprint attacking is incredibly important in pvp and could have been covered. 4. Miscellaneous stuff (go deeper into applications of invincibility frame damage and how you can override kb stick hits with sword hits or normal sword hits with crits (another reason you can’t just click 2 cps), talk about sprint key tapping, where you fix the sprint break bug by timing tapping sprint after every time you attack (better than w tapping and block hitting and shift tapping because you are walking forwards in the time you aren’t sprinting), any thing else I think of I might put in a reply.) Anyways, amazing video, loved what you did with your other video outlining how multiplayer is a “lie", and totally understand if you never wanna talk about these topics or lag because of how long it takes and wish to move on to other things, but I seriously appreciate how hard it is to organize a presentation like this, it’s super hard to know even where to start. Explanations on speedrunning mechanics, glitches (like the -45 degree nuking glitch, or hypixel ghost items), or really anything would be cool. Definitely earned a sub.
They're huge topics and it's honestly really hard to fit in so much information while still keeping it feeling more like entertainment than a lecture! I think in future if I continue this type of content I'll focus on smaller parts spread over a longer time so people can take it in a little easier - but thank you for the ideas, there's just so much I could cover! :')
Ive looked into this stuff a lot and still learned that blocking adds 1 damage point before halving the output, resistance pots can’t bypass the random part of the calculation, and maybe I just forgot or something but I’d never heard of the 80% damage reduction maximum
Note that the Protection enchantment is best, because if you have 4 specialised protection enchantments, it's the same as having 3 normal Protection and 1 specialised, because of how it's capped at 80% damage reduction, so that means it's completely useless to have more than 1 fire/blast/projectile armor piece. You want to have at least 3 Protection, and ideally 4.
i have an math exam tomarrow ، after watchin this video I forgot everything i knew 😂 . but i like it , its so usefull video for server developer like me . thank u Thomas ❤
THANK YOU SO MUCH! I was really thinking about video like this a month ago... Like if someone watch the code, and tell us the most useful tips, according it. That was the most useful video i have ever seen on RU-vid! Thank you again!🎉
One thing that I have experienced is that the servers are kinda terrible at calculating player positions in real time. In combat this means player locations are affected by latency more than player actions are. This means that combos are even more effective on people with higher ping, since on their screen they are knocked farther away from the attacker than the attacker sees them on their screen at the same point in time.
this doesnt explain, why if u click faster in earlier versions u take less kb, or why jump resetting and counterstrafing is so useful, or am I just too stupid?
@@hPomplays unless you are snapping your head back and forth like a robot, strafing doesnt give any mathematical advantage which is what I mean, for a gamemode like sumo, but i definitely exegerated cause yeah it could help you in certain cases
@@fireballman31 I mean, when I go into a fight on 1.8.9 ping range over 150 and press a strafe key and w and walk diagonally forward, hitselect them and then press the other strafe key and hit em again, why does that work?
You forgot about rodtricking! In minecraft 1.8 there is a mechanic that stacks damage to double damage. Whenever you land a hit you have a .5 second window where you cannot be hit again, if a player is hit with an arrow, snowball, egg, or ofcourse, a rod before that period and then hit with a sword afterwords, the projectile hits damage will be replaced with the damage of the sword, effectively doing double damage. This is colloquially known as the “rod trick”
Did this video previously have a longer intro which has been cut out using the RU-vid editor? Because all the timestamps in the comments seem to be off from the moment they are describing