Damage

Damage represents injury from attacks or natural causes. Players and mobs in Minecraft each have a supply of health points, which are reduced when they are injured. The player has 20 health points, but these are measured on a health gauge with 10 hearts. Thus each health point is "½ a heart", shown as. Mobs have varying numbers of health points, but these are not generally visible to players. However, when riding a tame horse/donkey/mule, the player can see their mount's health, and a dog's health is visible in its tail angle.

Damage from attacks or natural causes will subtract from a player or mob's current health. When their health reaches zero, they die. Players can also recover health naturally by being well-fed, or through magical effects. Most mobs do not recover health except through magic, but horses and dogs can be healed by feeding them.

Armor will absorb some of the damage that would have been done to its wearer, but will take damage itself (to durability) in the process.

How damage is stored and displayed
Damage is recorded differently than one would expect by looking at the health gauge in game. A player is shown to have 20 health, represented as 10 hearts (each half of a heart representing 1 HP). But internally, the values are actually multiplied by 10, so internally a player has 200 health, and each half of a heart represents 10 health. This can be seen in game by using a Scoreboard objective to display damage taken or dealt. This is likely done because the formula for damage is complex and can end up causing the player to do damage that would be a fraction of a health point when using potions and/or enchantments. If those values less than a a full health point were ignored many weapons would do less damage than they are supposed to. For example, an attack with a fist does 10 damage (1 HP), and a critical hit with the fist does 15 damage (1.5 HP). If the partial values were ignored, there would be no difference between a normal hit and a critical hit when using a fist.

When displaying a player's health, the game will look at a player's internal health, and round that value up to the next 10 for the display health. For example, if a player has an internal health value of 191-200, the game will display it as 20 health. If the player has 181-190 internal health, the game displays it as 19 health, and so on. For example if one player hits a second player with a critical hit with the fist (15 damage), the second player's internal health becomes 185 and displayed as 19 HP on their HUD. If the second player is hit by another critical hit with a fist, their internal health would be reduced by another 15 points, making it 170. Then the game will display it as 17 HP on that player's HUD.

Dealing damage
Players can deal damage by hitting mobs or other players with items at close (melee) range. An "unarmed" attack only does damage, but weapons and certain tools do more:
 * Swords are crafted for this purpose. While swords do not extend attack range, they deal significantly more damage than with any other item or tool.
 * Axes, pickaxes, and shovels also deal more damage than bare fists.
 * Any other item is equivalent to fists and does the same damage. This includes hoes, and hitting something directly with a bow or held arrow.
 * While falling, melee attacks deal a critical hit (150% of the weapon's base damage before any armor, enchantments, or potion effects are applied, rounded down to the nearest hit point).

There are a few ranged weapons in the game:
 * Arrows are shot by holding and releasing right click when wielding a Bow, and do damage depend on the "charge" of the bow (see below).
 * Snowballs, only inflict damage on blazes and the Ender Dragon, while eggs damage only the Ender Dragon. Both still knock mobs back as if they had been damaged.
 * Splash potions can be thrown, inflicting various effects depending on the potion.
 * Ender pearls deal damage to only the ender dragon

A few items can be used to damage monsters indirectly:
 * The Flint and steel allows the player to light a block on fire, which causes all players and mobs that touch the fire to be set on fire (some monsters are fireproof, mostly those native to the Nether). Players and mobs that are ignited stay alight until  hit points of damage is dealt, until they touch water, or use a fire resistance potion.
 * Likewise, contact with Lava also ignites players and mobs.
 * TNT is currently the only controllable explosive in Minecraft, and can be triggered by fire, redstone currents, or another explosion.

The below values detail the damage dealt per hit using various items. Critical hits can do variable extra damage.

Anvil
A falling anvil deals per block fallen after the first (e.g., an anvil that falls 4 blocks will deal  damage). The damage is capped at, no matter how far the anvil falls. Wearing a helmet will reduce the damage by 25%, but this costs durability on said helmet.

Thorns Enchantment
When a player or mob deals melee or projectile damage to a player or mob that is wearing Thorns-enchanted armor, the attacker will also be damaged. The amount changes with the enchant level.

Suffocation
Suffocation happens when a player or a mob is unable to breathe because its upper half is inside of a block. They will lose every half-second (10 ticks). Due to sand and gravel falling, it can easily cover the player. In first person mode, the player's screen will be blackened when suffering from this condition thus disabling them to see what is happening. In third person mode, the view will automatically switch to first person mode.

When inside a block, the player can easily step out of it as the blocks do not prevent their movement.

The usual ways to get one's head inside a block are:


 * Sand or gravel falling into the space the player or mob occupies.
 * Riding a pig, boat or minecart or throwing an Ender pearl into a one-block-high space.
 * Riding a horse into a two-block-high space.
 * Standing where a tree just grew from a sapling, or where a huge mushroom just grew from a mushroom.
 * Standing where an Exit Portal just spawned after killing the Ender dragon.
 * Having a solid block pushed into your head with a piston.
 * Sleeping in a bed that is surrounded by blocks and/or has a solid block above it.
 * Being teleported or filled into a block via commands.
 * When playing on a distant server, sometimes broken blocks can reappear because of lag, and if the player moves where the block respawned, it can provoke suffocation (for example, chopping down a tree by moving right below the trunk).
 * This can also occur when standing where a water meets lava, or vice versa, and creates a cobblestone/obsidian/stone block on the upper half of the mob.

It's worth noting that the player will not suffocate in glass, or indeed in any transparent block. Leaves from a grown sapling will not suffocate you, even if you're on fast graphics (which makes leaves appear solid).

Starvation
When the food bar reaches zero, the player will take damage every four seconds. It also shakes indicating you are hungry. The player stops taking starvation damage when the player eats or the health bar drops to on easy mode or  on normal mode. In hard/hardcore mode, the damage will not stop until the player either dies, or eats something.

Cactus contact
Mobs/players take damage every half-second that they are touching a cactus.

Lava
By far the most dangerous natural occurrence (except for the unlikely case of falling into the void), players and mobs will take damage from contact with lava extremely fast ( every half-second), and stay on fire even if they exit it ( point per hit for 15 hits or more ( total damage) or until extinguished with water). If players do not have a water source available, they will die quickly.

While mining, consider keeping at least one placeable solid block ready somewhere on your toolbar (such as dirt or cobblestone) for quick access using your mouse wheel. If you mine into a lava pool, you may be able to place the block in the hole and so prevent burning. It is possible to keep a Fire Resistance potion at all times so you can prevent from dying in lava, because if you fall in the lava and act fast enough, you will be able to use the potion in time. If you're not fast enough, or have not enough health to resist the damage while drinking the potion, try using a splash potion of Fire Resistance. Or just use a bucket of water (although this doesn't help you in the Nether).

Poison
Cave spiders will poison players when they bite (only in normal and hard difficulty). Eating a spider eye, poisonous potato, or pufferfish; or drinking/being hit by a potion of poison will give the same result. While poisoned, the hearts in the health meter turn from red to an olive green and the player takes  each 25 ticks (1.25 seconds) until the poison wears off. The poison itself cannot kill the player, but it can reduce them to, thus leaving them very vulnerable to damage from other sources. Poison can be cured by drinking milk from a bucket.

Wither Effect
Withers and wither skeletons will inflict the effect with their attacks. (The wither boss's skulls do not inflict the effect on easy difficulty.) This will darken your health bar to, while inflicting damage over time. The effect deals every 2 seconds (40 ticks) for the wither skeleton's attack (level I), and every second (20 ticks) for the Wither boss's skulls. Unlike poison, withering can kill you directly, and the darkened healthbar makes it harder to keep track of the damage.

The Void
If one were to break through the bedrock barrier found at the bottom of worlds, the Void can be seen. Players in the Void below height -64 will take damage at a rate of about per half-second (or  per second). You will usually die from falling in the Void, even in creative mode, but the player may be saved by throwing an Ender pearl before they fall below y = -64.

Falling into the void in the End is more likely, so players must be cautious when entering the End.

By ing yourself with regeneration 8+ or instant health you can fall infinitely into the void without dying.

Trivia

 * Critical hits can be done while reflecting a Ghast's fireball, but won't change the damage or speed of it.
 * In Creative mode, attacking a mob while flying after having descended will score a critical hit.
 * When attacking something with a Melee object (Fists, Swords, etc.), there is a brief cooldown before it can be hurt again. Having a Regeneration IV (4) Potion Effect however, seems to remove the cooldown, as the Player/Mob can be hit more often.
 * When a player dies, the player has the same falling-over death animation as all other mobs. This can be seen by being in third-person mode upon death, having your inventory open upon death, or witnessing the death of another player in multiplayer.

Schade 伤害