that explanation is not the main reason why it works, also, the mean height here is meaningless because your opponent just need you for them to be lower to break the combo even if its the main reason why it works. combo require you to constantly keep them higher IF HEIGHT IS THE MAIN REASON or else the best you'll get is a few extra hit here and there in a trade logically assuming good aim. The real reason is actually server desync.
Thing is, since that affects PVE too, even for people that only play singleplayer/pve servers, this video is useful for them. Anyways, very cool, much pog.
Dude I was always wondering why sprint resetting works from the code perspective because I was always too tired to look in the server code lmao. That is wild tho
@@dobi2447 here a small thing about programmers: If it seems weird, it was very likely NOT done on purpose. Often even the developers, who implemented it, don't know about the quirk until someone else tells them about it.
You should make a video covering more advanced PvP techniques from this very technical and in-depth side, like for example jump resetting, hit selecting. CPS reducing etc. as well as covering how combos work and how reducing and generally taking knockback works. This was a very interesting and informative video, keep it up mate!
You should definetly talk about the pvp snapshots released back in 1.16 as they changed pvp quite drastically. It would be so interesting to learn the differences between old, new and snapshot pvp
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!
Really good to see such a detailed breakdown with reference to the underlying code. Would love to hear those "interesting titbits"... Great video thanks, hopefully it becomes a series?
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”
Uhh you mean they deal double damage in that one damage tick? I always thought it just applies the higher damage to the damagetick, which the video also explains. But twice the dmg is actually crazy.
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: th-cam.com/video/nOUDng4Z-rI/w-d-xo.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.
Hi! Bit of an odd question here but. What makes minecraft pvp fun to you? To me it seems like a lot of the appeal lies in mechanical execution, which isnt something that I personally enjoy as the focus of a combat system. And this is probably just my own preferences. But Im curious to see what other people enjoy about a system I dont.
I personally just like minecraft and to compete Player versus Player, plus it's litterally on every big server so it's cool to be good at it. If you're good you have access to such cool communities as well so that's just amazing
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.
no it doesn't, the exact same logic can be applied to high ping combo comboing a low ping player - on the high ping player's screen they are closer to the low ping player compared to on the low ping player's screen
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 TH-cam! Thank you again!🎉
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
very good video that earned my subscription. i was also digging through the source code to see how knockback is calculated in hopes of trying to model the best timing for w-taps.
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 ❤
Ahh, I finally understand how combos work in 1.8. I knew about the "technoblade" theorem for a long time and I knew how sprint resetting deals more horizontal knockback. But your explanation of continuously hitted player's being at average 1.1 blocks, which when combined with that "technoblade theorem" gives you a slight range advantage made me finally understand the incredible technique displayed by 1.8 players(guess it is not spamclick only). Also I still think 1.9 is better combat system. It adds more strategic point to otherwise boring and repetitive game.
I like both version. I think the thing that 1.9 don’t have is block placement cause you can’t switch ur hotkey that fast ur weapon needs cooldown and rod pvp is gone in 1.9
5:22 "F" Now either this was renamed by a source obfuscator, or meant as a temporary name for later and then forgotten until too many 3rd party things depended on the name.
against shadowblade in hoplite (it let u use the invisibility for 8 seccods), now i know that i should not shoot so many arrows because they will disapear and ill no longer see who use it, thanks 23:48
Now I have a question: Back when I played 1.8 (and before) I often encountered people who had a considerably lower or considerably higher ping than me. (German Internet infrastructure back then (and technically even today) is of, let's say very diverse quality.) And quite a lot of servers (at least in the German PvP community) tried to remove the half second damage immunity (some with more success and less problems than others). So, could it be that the ping practically acts as some sort of cap at how many attacks one can do per second?
This was for sure a very solid video however I feel like this tutorial is more based upon 1.8.9 pvp and not 1.9. Do you think you could create a 1.9 pvp guide? there is so much more than axe pvp such as uhc, netherite pot, crystals, sword, and smp. (Also damage ticks are very important in gamemodes such as crystal)
I would assume that explosion damage is calculated based on the distance from the explosion to your feet, modified by block hardness of blocks it passes through(that would be why you take almost no damage when crystal explodes on obsidian at eye level.) UHC, netherite pot, sword and SMP are a combination of previously mentioned things. The only worthy addition would be healing mechanics. Still, knowing exactly how these things work could be helpful and is interesting. But I think they are much more intuitive than 1.8 PvP.
@@Honzik207 he stilly really didn't talk about any 1.9 combos and techniques such as w tapping, jump resetting, hit selecting, p crits, double crits, etc.
i thought that comboing works less because of the pitch the opponent has to face (if this was the case theyd just hit you when they fall down since thats also when you have to hit them again) its more because of the ping if you recieve the packet that a player has hit you, you will also have their position at the time of hitting you (so however long ago is your ping is how long ago that was their position on the server) while you have the other players old position which is further away as they are moving forwards to combo you, you are also moving further away from the other player as you are taking knockback so while you have your own current position, the enemy position is {your ping} off from what the server knows, making a sort of desync making combos possble
very correct, didn't go over networking much here on purpose (there's a LOT), but that plus less friction (from being in the air rather than on the ground, so it's harder to slow down and go the opposite direction) and the slight reach disadvantage all add together to make combos as powerful as they are :)
You can just run out of combo by pressing s in the fight or using jump reset to reduce your knockback and combo them. I always do the second thing because I’m not good at getting first hit so after I run out the combo I just get hit again
Yeah great comment and very true. I personally find the networking side of pvp mechanics incredibly interesting (especially because of how important it is) and I’ve always been keen to make a video explaining how combos are actually possible (since unlike OP, very few minecraft players understand it)
@@daanman-js6jo This video wasn't click bait. It is correctly displaying different mechanics of the game in a more indept way. What else were you expecting. Also you are right mine will be a lot better with all the time I spend on it.
I think the game always rounds the damage modifier for armor protection isn't it? bc if you run that formula, prot 4 is 5.5. and I believe the damage block from prot can only be 80% in total. So prot 4 actually already has the highest prot if you get lucky, and more prot level or different prot simply increases the lower limit and therefore increase expected damage blocked.
Not really much to say, you hit as quickly as your opponent gets out of hitstun and block right after for some ticks. It's basically just adding right click at the end of your left clicks
i dont pvp at all but this is a really insightful video, just a correction for the kb: at least on the version i tested (modern), the initial vertical velocity for a non sprint hit is ~0.36075b and for a sprint hit is 0.4b (not 0.5). i only knew because with 0.4b you would be able to go over a block as it is almost the same as the 0.42b initial velocity with a jump. also was hoping u could clarify with the attack cooldown, in the pickaxe example would the 0.83s be ceiling rounded to 0.1s/2 ticks? or would it be floored instead? thankss
holy shit that technoblade explanation is crazy
Blood for the blood god
@@adityanegi1604 BLOOD FOR THE BLOOD GOD
that explanation is not the main reason why it works, also, the mean height here is meaningless because your opponent just need you for them to be lower to break the combo even if its the main reason why it works. combo require you to constantly keep them higher IF HEIGHT IS THE MAIN REASON or else the best you'll get is a few extra hit here and there in a trade logically assuming good aim. The real reason is actually server desync.
Long story short:
"ITS OVER OBI WAN, I HAVE THE LOW GROUND"
only useful in 1.9+ pvp*
@@Dattebayo.sg143 nope reach advantage is everywhere and low ground will have more reach than high groud
@@aryadeshmukh1824 Reach advantage due to having low grounds works only in 1.8 pvp when you either have otherworldly cps or your opponents aim sucks
16:46 that hit was smoth lmao
bonk
even this 26 minute and 3 second video cannot fix my PVP skill issue 😭
Bro same
Tap w before u hit its simple
@@HCFKK am mobile
@@jeffallen191 well there is your issue
True if your on mobile its pretty impossible to understand this is for java so yeah it wont work
Thing is, since that affects PVE too, even for people that only play singleplayer/pve servers, this video is useful for them.
Anyways, very cool, much pog.
All this teaches me about PvE is that all you need to survive is a Sharpness V Iron Sword with Protection III Diamond Armor
Dude I was always wondering why sprint resetting works from the code perspective because I was always too tired to look in the server code lmao. That is wild tho
I genuinely thought it was a feature, and id always wonder how mojang were so intelligent to add such an interesting way to do pvp 💀
@@dobi2447 I knew it wasnt in the client code, there was nothing that decreased knockback after the first hit
@@dobi2447 here a small thing about programmers: If it seems weird, it was very likely NOT done on purpose. Often even the developers, who implemented it, don't know about the quirk until someone else tells them about it.
You should make a video covering more advanced PvP techniques from this very technical and in-depth side, like for example jump resetting, hit selecting. CPS reducing etc. as well as covering how combos work and how reducing and generally taking knockback works. This was a very interesting and informative video, keep it up mate!
@@daanman-js6jo But it was actually pretty informative, there's nothing that could be considered scam in this.
You should definetly talk about the pvp snapshots released back in 1.16 as they changed pvp quite drastically. It would be so interesting to learn the differences between old, new and snapshot pvp
👀
There's an entire community and discord server that just plays this. You should join it!
Yes the player called riftoo has like 10 tutorials on how to join it now! Recommend checking him out
@@Decobra- Wait no way, your actually Decobra. I'm Astral012 in case you forgot.
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!
20:53 that's wild
The reason were clicking fast in old combat isnt only to hit right after the opponents damage tick expired but also to take less knockback ourselves.
i cannot wait for the next tgwaffles video
agree
Imagine using a heavy hammer to one-shot the warden. Crazy idea, right?
You mean the mace?
@@Llamu yeah but you kinda ruined the joke
You mean a mace?
A video on the math behind pvp techniques would be rly cool ngl
Really good to see such a detailed breakdown with reference to the underlying code. Would love to hear those "interesting titbits"... Great video thanks, hopefully it becomes a series?
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”
Uhh you mean they deal double damage in that one damage tick? I always thought it just applies the higher damage to the damagetick, which the video also explains. But twice the dmg is actually crazy.
This was a really good in-depth explanation of Minecraft combat mechanics.
I loved to learn all this new information!
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: th-cam.com/video/nOUDng4Z-rI/w-d-xo.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! :')
Are you german?
Bro is criminally underrated
Thank you! This helps with modding!
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.
Bro this needs to be a series
While nerds research the source code, pvp community (they(we) are nerds too, who am I kidding) just fucks around and finds out
Its funny how I only notice your accent after you said the letter z. Nice explanation btw I learned a lot
i should have watched this when i was in a competitive season for minecraft 1.9 pvp!
wow never knew how w tapping actually worked. Awesome.
This is such a well made video, I learnt so much (especially about w-tapping) really interesting stuff!
there is literally every mc pvp tutorial is talking about w-tap
@@gg-fe7xm im well aware of w-tapping but not why it works, which is what this video explained
Wow the information in this video is very valuable! I'd love to see more breakdowns of other game mechanics!
Bro you can make this into a college course and nobody would bat an eye
I had no idea what was going on throughout the entire video LMAO
This is a really, really, REALLY good video. Thank you for making this
Hi! Bit of an odd question here but.
What makes minecraft pvp fun to you?
To me it seems like a lot of the appeal lies in mechanical execution, which isnt something that I personally enjoy as the focus of a combat system. And this is probably just my own preferences. But Im curious to see what other people enjoy about a system I dont.
I personally just like minecraft and to compete Player versus Player, plus it's litterally on every big server so it's cool to be good at it. If you're good you have access to such cool communities as well so that's just amazing
you can get god armor and god swords in minecraft 1.14.4, since they removed the * thingy * that impedes "incompatible" enchants
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.
no it doesn't, the exact same logic can be applied to high ping combo comboing a low ping player - on the high ping player's screen they are closer to the low ping player compared to on the low ping player's screen
Literally had no idea that "crits" existed in Minecraft first of all.
8:21 - I think the function there should be "max", not "min"
yes it should that is my most common logic error, nice spot 😭
@@_thomasfar too relatable, I have to stop and think for like 10 seconds every time I need to either use max or min
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 TH-cam! Thank you again!🎉
This motivated me to learn math ngl
The reach for how far you can hit entities in survival was lowered ever since 1.9, it's not 3 blocks anymore, it's very slightly less
Ooh, networking video! Yes!
oh my god, he posted
Bro this is an amazing channel im subbed
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
very good video that earned my subscription. i was also digging through the source code to see how knockback is calculated in hopes of trying to model the best timing for w-taps.
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 ❤
Ahh, I finally understand how combos work in 1.8. I knew about the "technoblade" theorem for a long time and I knew how sprint resetting deals more horizontal knockback. But your explanation of continuously hitted player's being at average 1.1 blocks, which when combined with that "technoblade theorem" gives you a slight range advantage made me finally understand the incredible technique displayed by 1.8 players(guess it is not spamclick only).
Also I still think 1.9 is better combat system. It adds more strategic point to otherwise boring and repetitive game.
I like both version. I think the thing that 1.9 don’t have is block placement cause you can’t switch ur hotkey that fast ur weapon needs cooldown and rod pvp is gone in 1.9
OMG we got Thomas upload before GTA VI
This wasn’t funny i didnt laugh
Per zedaph, the arrows stuck in you do the same order every time, iirc based on when you log in
this was so useful! thanks 😂
15:43 its 250 millisecond + your own ping :DD
24:23 can you make a mod so I can practice using arrows and knowing how high I need to aim to hit them
this needs way more views
I guess you could talk about the “ snapshots” that tried to change combat and that are in hold for…forever…?
Thanks for the video! Very informative :D
Great video
But one small issue
*any bedrock combat?*
That what I was going to say
5:22 "F"
Now either this was renamed by a source obfuscator, or meant as a temporary name for later and then forgotten until too many 3rd party things depended on the name.
You have earned my subscription
against shadowblade in hoplite (it let u use the invisibility for 8 seccods), now i know that i should not shoot so many arrows because they will disapear and ill no longer see who use it, thanks 23:48
Now I have a question: Back when I played 1.8 (and before) I often encountered people who had a considerably lower or considerably higher ping than me. (German Internet infrastructure back then (and technically even today) is of, let's say very diverse quality.) And quite a lot of servers (at least in the German PvP community) tried to remove the half second damage immunity (some with more success and less problems than others).
So, could it be that the ping practically acts as some sort of cap at how many attacks one can do per second?
This was for sure a very solid video however I feel like this tutorial is more based upon 1.8.9 pvp and not 1.9. Do you think you could create a 1.9 pvp guide? there is so much more than axe pvp such as uhc, netherite pot, crystals, sword, and smp. (Also damage ticks are very important in gamemodes such as crystal)
👀
I would assume that explosion damage is calculated based on the distance from the explosion to your feet, modified by block hardness of blocks it passes through(that would be why you take almost no damage when crystal explodes on obsidian at eye level.)
UHC, netherite pot, sword and SMP are a combination of previously mentioned things. The only worthy addition would be healing mechanics.
Still, knowing exactly how these things work could be helpful and is interesting. But I think they are much more intuitive than 1.8 PvP.
@@Honzik207 he stilly really didn't talk about any 1.9 combos and techniques such as w tapping, jump resetting, hit selecting, p crits, double crits, etc.
@@Deeply-fs8jz alright, that would be cool if he made video on these
Ive been playing 1.8 PVP for 5 years and never knew half of these, i though 1.8 and latest have same dmg calculation...
i thought that comboing works less because of the pitch the opponent has to face (if this was the case theyd just hit you when they fall down since thats also when you have to hit them again)
its more because of the ping
if you recieve the packet that a player has hit you, you will also have their position at the time of hitting you (so however long ago is your ping is how long ago that was their position on the server)
while you have the other players old position which is further away as they are moving forwards to combo you, you are also moving further away from the other player as you are taking knockback
so while you have your own current position, the enemy position is {your ping} off from what the server knows, making a sort of desync making combos possble
very correct, didn't go over networking much here on purpose (there's a LOT), but that plus less friction (from being in the air rather than on the ground, so it's harder to slow down and go the opposite direction) and the slight reach disadvantage all add together to make combos as powerful as they are :)
Yesss, I was looking for this comment.
It is kind of similar to peekers advantage in FPS games
You can just run out of combo by pressing s in the fight or using jump reset to reduce your knockback and combo them. I always do the second thing because I’m not good at getting first hit so after I run out the combo I just get hit again
btw you can use hit select if you’re not good at getting first hit, this is really strong combine with blockhit
Yeah great comment and very true. I personally find the networking side of pvp mechanics incredibly interesting (especially because of how important it is) and I’ve always been keen to make a video explaining how combos are actually possible (since unlike OP, very few minecraft players understand it)
next time talk about pvp in beta 1.7.3
(armor defense is based on durability rather than material, bows are machine guns)
Yeah thx. Plz do a latency video explained in detail
I had the exact video idea!!!! Oh well I'll do it anyways. Good job on the video.
@@daanman-js6jo This video wasn't click bait. It is correctly displaying different mechanics of the game in a more indept way. What else were you expecting. Also you are right mine will be a lot better with all the time I spend on it.
Pythagorean theorem my best friend.
Would like if you continued the series and explained every mechanic, to be pro in minecraft 😅🙏
i love you thomas please dont die
I think the game always rounds the damage modifier for armor protection isn't it? bc if you run that formula, prot 4 is 5.5. and I believe the damage block from prot can only be 80% in total. So prot 4 actually already has the highest prot if you get lucky, and more prot level or different prot simply increases the lower limit and therefore increase expected damage blocked.
Is sprint resetting really a bug
I want to know more about the "blockhitting"
Not really much to say, you hit as quickly as your opponent gets out of hitstun and block right after for some ticks. It's basically just adding right click at the end of your left clicks
do a breakdown on 1.8 kb reducing
we will never know why he placed a crafting table
thanks
Thanks a lot ! Will it be intresting to do the old pvp in new version ? Is it possible do you think ?
Where'd you get the code?
21:48 sneak key has left the chat
Holy fuck I needed this
OG's know bro from TFM
1:49, so steve has a reach of 3 meters?
I love that technoblade refrence
you also forgot about the mace in the 1.9 damage modifying items
An incredible video
wtf thomas from TEM moving up in da content world ggs
that "box" is called a ray
no the box is just the hitbox, the ray is eg. the check that ensures you're actually looking at the entity :)
19:02 honey blocks
The reason diamonds are refered to as emeralds is because they were originally called emeralds.
great video.
new video holy moly
7:07 u couldnt go into 1.7 or semothign just so the animatoin wouldnt look like dookie
1:12 This code is making me insane already (if (condition) return true else return false -> return condition)
Please read line 72
@@_thomas xD
There are different tiers that is at 4:15 and not what material it's made of
i love this, pls make more
How do you do that blue effect?
underrated asf
o7 TECHNOBLADE
i dont pvp at all but this is a really insightful video, just a correction for the kb:
at least on the version i tested (modern), the initial vertical velocity for a non sprint hit is ~0.36075b and for a sprint hit is 0.4b (not 0.5).
i only knew because with 0.4b you would be able to go over a block as it is almost the same as the 0.42b initial velocity with a jump.
also was hoping u could clarify with the attack cooldown, in the pickaxe example would the 0.83s be ceiling rounded to 0.1s/2 ticks? or would it be floored instead? thankss
need more : D
8:16
Yeah Im sure 16/2 is 4 no mistakes here!
NO wtf where did the /2 come from 😭
He is literally the worst at maths, probably should go to university or something
I fixed it ;)
happens to the best of us
Intel should hire you to explain PVP