User:Crec0/sandbox/Chunk format/Arrow


 * 1 or 0 (true/false) - Whether the arrow deals critical damage.
 * Raw damage of the arrow. This damage is scaled by other factors like velocity before being inflicted on the target. Check damage tag for more details on how this raw damage is calculated.
 * Optional. The block the arrow is in.
 * The resource location corresponding to the block.
 * Optional. The block states of the block.
 * The block state name and its value.
 * 1 or 0 (true/false) - Whether the arrow is stuck in the ground.
 * Increments each tick when the arrow is not moving; resets to 0 if it moves. When it ticks to 1200, the arrow despawns.
 * 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can be picked up by players only in creative.
 * The amount of remaining times this arrow can pierce through an entity.
 * Ticks until the arrow can be picked up by players. This is set to 7 when the arrow initially hits a block.
 * 1 or 0 (true/false) - Whether the arrow was shot from a crossbow. If inGround is true, this is always set to 0.
 * The sound event to play when hitting a block/mob, cannot use non-vanilla sound events.

Player
Default damage value of an arrow shot from a bow without power enchantment is 2.0. If the bow is enchanted with power, a flat 0.5 is added. On top of this, a 0.5 damage is added per level of enchantment.

The damage calculation when bow is enchanted with power is defined by $$\text{damage} = \begin{cases} 2.0 & \text{without power enchantment} \\ 2.0 + 0.5 + 0.5 * \text{PowerLevel} & \text{with power enchantment} \end{cases} $$

Mobs
For bow-wielding entities, the damage calculation is affected by difficulty level and randomness. The base damage value of an arrow is 2.0, with an added 0.11 per difficulty level, plus a random value somewhere in the range of -0.57425 and 0.57425. The selection of the random value can be represented by a "standard triangular distribution" where values towards the middle are much more frequent than ones on the edges. The formula for calculating raw damage of an arrow shot by a mob then becomes:$$\text{damage} = \begin{cases} 2.0 + 0.11 * \text{difficulty} + 0.57425 * T[-1, 1] & \text{without power enchantment} \\ 2.0 + 0.11 * \text{difficulty} + 0.57425 * T[-1, 1] + 0.5 * \text{powerLevel} + 0.5 & \text{with power enchantment} \\ \\ \text {Where } T[-1, 1] \text{ is standard triangular distribution range} \end{cases}

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