Talk:Effect

"Corrupt"?
The article doesn't seem to explain what "corrupt" potions actually are, nor have I found it mentioned on other potion-related pages. I'm getting the vague impression that it refers to certain potions when an amplifier above 127 is used, but it's still rather confusing. - Krixwell, 89.162.42.181 17:12, 8 February 2015 (UTC)


 * That is correct, yes. It does need to be cleaned up so that definition is in one place, rather than the current use of two or three terms to mean that. – KnightMiner  (t·c) 22:13, 8 February 2015 (UTC)


 * That seems like a stupid way to put it, since what's really happening is that the byte integer is wrapping back around to a negative number.Firebastard (talk) 04:18, 6 August 2015 (UTC)

Mining fatigue
The slowness multipliers are miscalculated from 2 or 3 onwards. It should be:


 * 0 - 1 (100%)
 * 1 - 0.3 (30%)
 * 2 - 0.09 (9%)
 * 3 - 0.027 (2.7%)
 * 4 - 0.0081 (0.81%)
 * 5 - 0.00243 (0.243%)

and so on. 108.210.218.236 23:13, 23 March 2015 (UTC)
 * You're right that they were wrong (I had screwed up converting decimals to percentages), but you're wrong as to the correct values. The slowdown isn't calculated using the seemingly-obvious formula, it's done using hardcoded values for levels I to IV with all higher levels being equivalent to IV and level III really does jump to 0.27% rather than 2.7%. Anomie x (talk) 00:46, 24 March 2015 (UTC)

Coloured captions
About the coloured names under each effect icon, I think the red should be changed to something less bright, and less like a broken link, as it is misleading. Lennbot ( talk - contributions) 18:47, 22 May 2015 (UTC)


 * Purple could easily work there if you want to change it. I personally dislike the colors though, as they provide no new information, they just categorize effects in a way unlikely to be useful for anyone. (and they discriminate against zombies). – KnightMiner  t/c 04:07, 23 May 2015 (UTC)
 * I agree, useless. So I removed the colors. Anomie x (talk) 05:34, 23 May 2015 (UTC)

Luck of the Sea
Does using a fishing rod with Luck of the Sea really give you the luck effect? This seems unlikely to me. I aim to test this but am busy as of late. Perhaps it is better if I pass the task onto someone less encumbered at the moment. Firebastard (talk) 11:01, 31 October 2015 (UTC)
 * Having Luck of the Sea I is equivalent to having Luck I for fishing only (and the two effects stack for fishing). That's why it's in the "similar effects" column, much like "sprinting" is for Speed. Anomie x (talk) 12:33, 31 October 2015 (UTC)

The saturation effect's saturation value
The amount of saturation points the saturation effect gives you is either too hard to find, or not on the wiki. The saturation effect gives you 1/2 of a food bar, but it also gives you saturation points, evident by the fact that the food bar stops wiggling when you get it. By my basic experiment, it gives you 2 points of saturation, but I am not certain. If someone could find it out and add it to the wiki, that would be great. Lewmas (talk) 21:41, 20 December 2015 (UTC)

Levitation
I applied Levitation 255 on a pig, and it instantly disappeared. Is this a bug? --MCweb 18:18, 11 May 2016 (UTC)


 * MCweb@undefined It might be that the pig flew upwards so quickly that it appears to have disappeared. Try it with a roof (several blocks thick) above the pig. - Sonicwave ( talk &#124; c )  04:57, 12 May 2016 (UTC)

Jump Boost and Falling Damage
I just tried teleporting myself to a height of Y=512 and fell to the bottom bedrock layer with the status effect Jump Boost Level 255 and I died. I do not know why this happened, maybe it is just a bug. --Redpo888 (talk) 10:21, 16 May 2016 (UTC)
 * The bit about jump boost "level" 255 eliminating all fall damage was incorrect. Anomie x (talk) 14:17, 16 May 2016 (UTC)

Invisibility II?
The mod Roguelike Dungeons includes a custom potion (the "Vile Mixture") which among other things provides "Invisibility II". Anyone know what the actual effects of a higher level of Invisibility might be like? Perhaps less detection range despite armor? --MentalMouse42 (talk) 12:18, 1 June 2016 (UTC)
 * In vanilla Minecraft, the level of the invisibility effect is not checked, so Invisibility II does absolutely nothing over Invisibility I. This isn't the place to discuss what some mod does or to speculate on what the higher-level effect might do if Mojang would implement it in vanilla Minecraft. Anomie x (talk) 19:26, 1 June 2016 (UTC)
 * OK, that's the key info -- it's not coming from vanilla. Thanks! --MentalMouse42 (talk) 21:58, 1 June 2016 (UTC)

Negative effects
No effect seems to become negative in 1.10+ versions with levels above 128. Is this a bug? Is there another way to make negative effects? –Preceding unsigned comment was added by 190.173.93.215 (talk) at 2:11, 14 January 2017 (UTC). Please sign your posts with
 * Using and setting a negative value should work. Also, please use "Add topic" to start a discussion. The BlobsPaper.png 02:23, 14 January 2017 (UTC)

Effects with infinite duration
Using commands, is it possible to make an effect last forever? I find this highly useful with Night Vision, as it makes exploring dark caves and mansions easier, without any fear of it running out. VeenM64 (talk) 21:40, 13 February 2017 (UTC)
 * No. The maximum is 1 million, which is still quite excessive. The BlobsPaper.png 02:55, 14 February 2017 (UTC)

Resistance vs Armor
The bit on Resistance says it "reduces all incoming damage". Is this "incoming damage" the damage that actually gets through the armour and reaches the player, or is this before the armor is taken into account?

In other words... does armor's durability benefit from the resistance effect?

-Nyerguds (talk) 07:28, 29 June 2017 (UTC)

"Bedrock Edition"
Does anyone know why PE is called "Bedrock Edition" under the Invisibility section? It looks like vandalism to me but I'd like someone else to weigh in before changing it. Impossybull (talk) 10:43, 5 September 2017 (UTC)
 * Check Bedrock Edition. – Dentedharp90041tce 10:46, 5 September 2017 (UTC)

Cleanup
This article could use some cleanup. All of the status effects are smushed together, making it semi-awkward to read. I might try to clean this article up in my sandbox -EatingSilencerforBreakfast (talk) 20:33, 24 July 2018 (UTC)
 * I agree, it's hard to distinguish the different effect headers from the subheaders in between. It looks a lot better now with your lines, but it still doesn't feel exactly right. Maybe if the effects each had their own  header? That would automatically give lines between them, and look a little more similar to other pages like this one. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 20:46, 24 July 2018 (UTC)

Slow Falling and it's effects?
There doesn't seem to be any calculations or numbers that tell me how much it changes/effects the terminal velocity. Naruto 64 (talk) 07:34, 10 August 2018 (UTC)

fatal_poison
I use Bedrock Edition, and I found this effect. It can in fact kill you, despite having poison’s effect image and being called poison when I used commands to give it to myself. You can’t drink an antidote from Education Edition to remove it, like you can poison. Where did this come from? Also, do you know if it is used anywhere? 172.56.28.9 11:54, 10 October 2018 (UTC)

Adding only to infobox headers
Since some status effect IDs differ between Java and Bedrock, the infoboxes need to be updated to show both. However, most of them are the same and I didn't want to make the infoboxes noisy by repeating them everywhere (e.g. ID: 15 (JE) / 15 (BE). There are also effects that only exist in Java, and using ID: 26 (JE) seems redundant in such cases. I wanted to leave the shared IDs looking plain, like they have in the past, and only specially mark where they differ, but then the infobox for Absorption, which has the same ID in both, would look (structurally) just like the infobox for the Java-only Dolphin's Grace. There would be no way to tell, looking just at the infoboxes, that Dolphin's Grace/ID=30 is undefined in Bedrock. The solution I decided on was to tag the infobox headers with only, which is similar to how some of them are already tagged with upcoming. I'm not sure it's the cleanest way to solve the problem, but it was the best I could come up with. – Auldrick (talk &middot; contribs) 16:53, 26 November 2018 (UTC)


 * We should just create an ID table, like with the enchanting page, and not list them in the effect infoboxes. That way it’s consistent with every page containing multiple IDs too. I’ll do that in a couple of hours. FVbico (talk) 17:10, 26 November 2018 (UTC)


 * The Java IDs were already on Java Edition data values. I added the Bedrock IDs to Bedrock Edition data values and removed the IDs from the infoboxes. – Auldrick (talk &middot; contribs) 18:09, 26 November 2018 (UTC)

I still have a question about using only templates. Several of the effects have an inline note that they're limited to certain editions. I expect this was done because the place where putting the template would make the most sense is following the section name, but you can't use a template there because it messes up the name you want to use in the TOC and wikilinks. But the template is easier to notice than an inline note, and it also adds the page to the appropriate categories. I propose we remove the templates I inserted into the infoboxes and simply put them on the line following the section header. I previewed it and it looked reasonably good to me. Also, what do you think about giving the upcoming templates in the infoboxes the same treatment? – Auldrick (talk &middot; contribs) 18:09, 26 November 2018 (UTC)