Talk:Critical hit

Merge?
It feels like this needs a merge, but to where? Health_and_Damage? Qcdynamics 16:37, 17 September 2011 (UTC)


 * I think the Health and Damage page is becoming a bit messy and too large/broad. I suggest that we make 2 separate articles: One on damage specifically, the other on health. All types of damage and and the number of hits to kill, the amount of damage each mob deals, the amount of damage each weapon from every mob (skeleton, ghast, blaze, creeper explosion, etc)deals, and the amount of damage every type of block deals to the player (cactus, piston damage, etc). All entity health including exp orbs, ghast/blaze fireballs, skeleton arrows, dropped items, primed tnt, paintings, etc should go on the Health page. This will be a more efficient way of organizing all the information presented in more than 5 pages. (Health and damage, Weapons chart, Weapons, Entity, Mobs, assorted articles and Trivia sections). The original information on every article can stay, but this should be the main article where all other articles take information from. This way, if we create a central page for the information, we won't have any confusion. (Btw this should probably be part of a project if it isn't already, and I need to join, so let me know which one). - Asterick6 06:49, 1 November 2011 (UTC)

Normal Damage for Reference
It seems random to see all critical hit damages listed without seeing the normal amount of damage in the same graph. it should be added. --Wally
 * This issue can be addressed if there is only 1 single page, Damage,documenting all damage values and effects. - Asterick6 06:59, 1 November 2011 (UTC)

Merge
I'll merge it, if enough people favor the idea. XZippy 15:25, 25 September 2011 (UTC)
 * First need to split and then merge into Damage article. - Asterick6 06:59, 1 November 2011 (UTC)

discprencys
There are some differences between the chart about critical hits on the sword page, as the chart on this page? Which one is correct?
 * There's been some changes in the recent updates. These need to be addressed as well when the page is split and reorganized. HexZyle is currently working on the project and I am trying to help as well. Just need approval and suggestions from others and the admins. - Asterick6 06:59, 1 November 2011 (UTC) Lava84flow 05:33, 30 December 2011 (UTC)

Damage Nerf
See Talk:Weapons --HexZyle 07:55, 15 October 2011 (UTC)

In water
"This same tactic can also be used when descending in water." In 1.8.1 i looked into source code and there was checks for "onLadder" and "swimming" states, so you can't deal critical hit while descending a ladder or swimming. Did current version changed it? — MiiNiPaaT 20:08, 19 October 2011 (UTC)
 * I can't confirm this now, but try it on a 1.8.1 version. It probably has changed since that addition, and may be different in the 1.9pre5 version. - Asterick6 06:59, 1 November 2011 (UTC)

Favor in merge
I am in favor of the merge for because the critical hit article seems to not be large enough to warrant it's being a sole article. It would be better off as a section in damage. However, the damage page itself is too large and disorganized already. The damage page should be sorted out before the merge. Enthers 03:09, 27 December 2011 (UTC)

Critical damage
I see a revert war here. On the Talk:Sword page I posted part of the code for critical damage calculation from version 1.0.0. I made a mod, which logged all damage done and had gone to killing spree. Damage done was consistent with my research. In about two weeks I will test it on newest version, make a video and upload it on youtube. — MiiNiPaaT 20:41, 20 January 2012 (UTC)

The amount of damage dealt with a critical hit is not 1.5 hearts.
Tested with a pig, it is actually 1 heart, not 1.5. Edit: I now think the damage is inconsistent, as it took a different number of hits each time.
 * Read topic just above. — MiiNiPaaT 18:56, 26 March 2012 (UTC)

The formula in the code for critical hit
In the Bukkit code for a recent build (I'm not sure which, exactly), you find this in net.minecraft.server.EntityHuman.java:

boolean flag = (this.fallDistance > 0.0F) && (!this.onGround) && (!t) && (!aU) && (!hasEffect(MobEffectList.BLINDNESS)) && (this.vehicle == null) && ((entity instanceof EntityLiving)); if (flag) { i += this.random.nextInt(i / 2 + 2); }

This is the code to decide if you have a critical hit or not. From this, we find that the equation for critical hits is NOT Math.floor(i * 1.50), but rather i plus a random number between 0 and i*1.50 + 2. We also find that critical hits cannot happen if you are attacking something that is not living, if you are in a vehicle, or if you are blinded.