Damage



Damage represents injury from attacks or natural causes.

Health
Players and mobs have a supply of health points, which are reduced when they are injured. Each health point is "half a heart," shown as.

Players have health points, but that may vary by status effects. Mobs have varying numbers of health points, but these are not generally visible to players, with some exceptions: a player can see the health of a mount being ridden, a tamed wolf's health is indicated by its tail angle (90 degrees indicates it's at full health), the wither and ender dragon have boss bars that display their health, and an iron golem's body shows cracks as its health declines.

Damage
Damage from attacks or natural causes subtracts from a player or mob's current health. When their health reaches zero, they die. Players can also recover health naturally by having their hunger at least and the gamerule naturalRegeneration is set to , or through status effects. Most mobs do not recover health except through status effects, but tamed horses, dogs, and cats can be healed by feeding them.

Armor absorbs some of the damage that would have been done to its wearer, but takes damage itself in the process.

Damage to tools and armor can be viewed in the item's tooltip by pressing the debug key combination $$. If the player is playing on a Mac, they have to press.

Storage and display
Health and damage are stored as floating-point numbers in units of half-hearts. When displaying the HUD, fractional values are rounded up to the next integer.

Dealing damage
Players can deal damage by hitting most entities with targets at close (melee) range. Attacking without any tool (or with items not intended for attacking) 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 any other item or tool except tridents and axes.
 * Hoes, axes, pickaxes and shovels also deal more damage than bare fists. Axes deal the most damage, but have a slower attack speed.
 * Tridents can be used melee or ranged. They cannot be crafted.
 * 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 damage including potion effects, but before enchantments 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 when wielding a bow, and deal a certain amount of damage depending on the "charge" of the bow. For crossbows, it does a random factor between 6–11.
 * Snowballs inflict damage only on blazes, while eggs don't deal any damage to mobs. Both still knock mobs back as if they had been damaged.
 * Splash potions can be thrown, inflicting various effects depending on the potion.
 * Lingering potions can be thrown, creating a cloud that inflicts various effects depending on the potion.
 * Ender pearls don't deal damage to mobs or players other than the player throwing it.
 * Fishing rods cannot be used to damage mobs directly. However, fishing rods can knock entities back or reel them in.
 * Fireworks can be charged in a crossbow, dealing a range of damage depending on the amount of firework stars used to craft them, if the crossbow has the multishot enchantment, and a random factor. At its highest, it deals 11–18 damage per firework.
 * Tridents are thrown similar to firing an arrow, by holding and releasing while wielding the trident.

The values below show the base damage dealt per hit using various weapons. Critical hits do 50% extra damage.


 * Damage calculation starts with the weapon's base damage, then adds damage from effects, then multiplies by 1.5 if it's a critical hit, and then adds damage from enchantments.



Attack cooldown


When a player attacks too quickly, it reduces the strength of attacks. The base damage done (as a fraction of the full possible damage) depends on the time between attacks, which is also reflected in the height of the held weapon on screen and the attack indicator bar (configurable in the options menu):

The  attribute controls the length of the cooldown time, with the time taken being   ticks. The damage multiplier is then, restricted to the range 0.2 – 1, where   is the number of ticks since the last attack or item switch.

Damage done by enchantments (Sharpness, Smite, and Bane of Arthropods) is also reduced, but not as severely (the multiplier is not squared):

Critical hit


A critical hit is an attack that deals extra damage compared to a regular attack. Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit. Arrows shot from fully charged bows have a 25% chance of becoming "critical arrows" and dealing extra damage, but all arrows from fully charged bows leave a trail of the same small star particles as they fly through the air. Critical hits affect all damageable entities including players, mobs, paintings, boats, minecarts, and armor stands.

In melee combat, a critical hit occurs when a player attacks a mob while falling, including while coming down from a jump, but not while jumping up. The attack deals 150% of the attack's base damage (after strength is applied and before / after enchantments or armor are applied).

The requirements for a melee critical hit are:


 * A player must be falling.
 * A player must not be on the ground.
 * A player must not be on a ladder or any type of vine.
 * A player must not be in water.
 * A player must not be affected by Blindness.
 * A player must not be affected by Slow Falling.
 * A player must not be riding an entity.
 * A player must not be faster than walking (like flying or sprinting.)
 * A base attack must not be reduced below 90% damage due to cooldown.

Maximum damage dealt
In Survival mode, the maximum damage that can be dealt by a player depends on various factors as described below.
 * Melee attack
 * damage, consisting of from a netherite axe +  from Strength II, all × 1.5 from a critical hit (+  damage), +  damage from Smite V on an undead target, or Bane of Arthropods V on an arthropod.
 * The maximum on a non-undead non-arthropod target is only : from a netherite axe +  from Strength II, all × 1.5 from a critical hit (+  damage), +  damage from Sharpness V. A full set of Protection IV netherite armor would reduce the  damage to.
 * Maximum damage to undeads or arthropods is damage, consisting of  from netherite sword +  from Smite V for undead mobs or Bane of Arthropods V for arthropod mobs +  from strength II, all × 1.5 from a critical hit (+  damage).
 * Maximum damage to non-undead and non-arthropod on land is damage, consisting of  from netherite sword +  from Sharpness V +  from Strength II, all × 1.5 from a critical hit (+  damage).
 * Maximum damage to players and mobs on water or during rain is damage, consisting of  of melee trident +  from Impaling V +  from strength II, all × 1.5 from a critical hit (+  damage). (Also work with riptide)
 * Maximum damage to non-undead and non-arthropod on land is damage, consisting of  from netherite sword +  from Sharpness V +  from Strength II, all × 1.5 from a critical hit (+  damage).
 * Maximum damage to players and mobs on water or during rain is damage, consisting of  of melee trident +  from Impaling V +  from strength II, all × 1.5 from a critical hit (+  damage). (Also work with riptide)


 * Ranged attack
 * With bow:
 * Maximum damage to players and mobs is damage from a critical shot from a bow with the power V enchantment. Because the instantaneous effects of arrows don't stack with arrow damage and apply during immunity phase, using harming (or healing arrows to undead mobs) doesn't add bonus damage unless the target has enough armor or Projectile Protection levels so the damage dealt by the arrow is lower than the magical damage effect after Protection/Resistance reduction. This is sufficient to kill most mobs in one hit though.
 * With crossbow:
 * Maximum damage to players and non-undead mobs is damage, consisting of a single shot of three arrows of harming II from multishot enchantment that hit single mobs. Two of the arrows deal  damage while one of them deals  +  damage from instant damage II effect ( per arrow).
 * Maximum damage to undead mobs is damage, consisting of a single shot of three arrows of healing II from multishot enchantment that hit single mobs. Two of the arrows deal  damage while one of them deals  +  damage from instant health II effect ( per arrow).

Immunity
After sustaining damage from any source, a mob/player turns red for half a second. During this period, it is immune to most kinds of further damage. For instance, if the player attacks a mob by repeatedly hitting the button, attacks that land while the mob is immune deal no damage, and does not reduce the durability of a melee weapon. Unsuccessful attacks also do not anger neutral mobs.

During the immunity period, any damage which is equal to or less than the original damage that caused the immunity is ignored. However, any higher damage (before accounting for armor, enchantments, or status effects) causes only the difference between the original and new damage amounts to be dealt. For example, if a mob is attacked with a weapon dealing damage and then attacked with another weapon dealing  damage during the immunity period, the second hit deals  damage (resulting in  total). This does not reset the immunity period.

When an attack deals a fatal amount of damage to a mob, so that it dies while immune, its death sound is not triggered.

Knockback
When receiving damage from players, mobs, most projectiles, or explosions, players and mobs are also knocked back. The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal.

A sprinting attack causes extra knockback. A thrown egg or snowball also causes knockback, despite not damaging most mobs. Entities riding another entity never receive any knockback when attacked. Iron golems, shulkers, wardens, and the ender dragon also don't receive knockback, and certain other mobs have varying levels of knockback resistance. Each piece of netherite armor adds 10% knockback resistance to its wearer, giving 40% knockback resistance with a full set.

Natural damage
Besides mob attacks, players can take damage from several other sources.

Lightning damage
Lightning striking on or near the player inflicts damage, which can be reduced with armor. Natural lightning strikes on the player are rare and occur only during thunderstorms. Players and mobs that get hit by lightning are set on fire, which is quickly extinguished by the rain during a thunderstorm.

Fall damage
Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, however the enchantments Feather Falling and Protection, and the status effects Slow Falling and Resistance do.

The is immune to fall damage only if the   gamerule is set to.

Hostile mobs immune to fall damage:
 * (does not fall)
 * (does not fall)
 * (does not fall)
 * (does not fall)
 * (does not fall)
 * (does not fall)
 * (does not fall)
 * (does not fall)
 * (does not fall)

Passive mobs immune to fall damage:

These mobs are resistant to fall damage:


 * These mobs treat all falls as half of the actual falling distance:


 * This mob takes less fall damage:

For mobs that are subject to fall damage, the fall damage is calculated based on distance fallen rather than on velocity when hitting the ground.

Fall damage is for each block of fall distance after the third. Thus, falling 4 blocks causes damage,  damage for 5 blocks, and so forth:

While a 23 block fall should be fatal for a player at full health (23 - 3 = of damage), due to the way fall distance is calculated, a 23.5 block fall is required instead, because the last tick of fall distance isn't added in when calculating fall damage. For certain heights, including 23-block falls, this discrepancy is enough to avoid an entire of damage.

Therefore, without Feather Falling or relevant status effects, or immunity to fall damage, the minimum guaranteed lethal fall height for any mob is:

Falling from smaller damaging heights (4-7 blocks) plays a thud sound; larger heights (8+) give a click/cracking sound.

In some cases, it is possible to avoid falling or otherwise survive a fall.


 * Sneaking prevents the player from falling off a drop of one block or greater.
 * Entering or being in water (when not in a boat) resets fall distance. This typically includes falling into the water of any depth.
 * Being in the area of effect of cobwebs resets fall distance.
 * Being in lava reduces fall distance by half each tick.
 * Flying using elytra such that the vertical movement is upward, level or less than 0.5 blocks per tick downward resets fall distance to 1 block.
 * Moving into a ladder or vine's area of effect resets the fall damage. This also applies to trapdoors acting as a ladder.
 * Falling onto the top of a ladder does not reset fall distance and counts as hitting the ground.
 * Horses are unaffected by ladders and vines, and so their fall distance is not reset.
 * Spiders climbing a block count the block as a "ladder" for this purpose.
 * An entity riding another entity does not accumulate fall distance. However, when the ridden entity takes fall damage it damages all riders for the same fall distance.
 * A minecart's fall distance is reset when landing on rails.
 * Boats do not accumulate fall distance while in water deeper than 1 block.
 * Teleporting due to a thrown ender pearl resets fall distance, however, the teleportation itself causes fall damage to players.
 * Wearing armor that is enchanted with Feather Falling or Protection reduces fall damage based on the level of the enchantment.
 * Having the Jump Boost status effect reduces the effective fall distance by 1 block per level, e.g. falling 5 blocks with Jump Boost II counts as having fallen only 3.
 * Slime blocks negate all fall damage, but bounce the entity into the air. This does not apply to players sneaking.
 * Hay bales and honey blocks decrease fall damage to 20% of normal.
 * Beds decrease fall damage to 50% of normal and cause the entity to bounce into the air.
 * Sweet berry bushes negate all fall damage.
 * Holding sneak while landing on at least a two-block-high stack of scaffolding negates fall damage from any height. Only 1 scaffolding block is needed to negate damage from smaller heights.
 * Slow falling status effect completely negates all fall damage but causes the entity to fall slowly.
 * Entering powder snow while falling resets fall distance.

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

Thorns enchantment
When a player or mob deals melee or projectile damage to a player or mob that is wearing Thorns-enchanted armor, part of the damage is reflected back at the attacker. The amount varies with the enchantment level. ( % chance of inflicting – damage, or  damage if level is over 10) however, thorns increases the amount of durability lost per hit on the enchanted armor.

Suffocation
Suffocation occurs when a player or mob's eyeline is inside of certain blocks, receiving damage every half-second.

Blocks that are transparent or do not fill an entire block do not cause damage. This includes amethyst clusters, anvils, bamboo, banners, beds, bells, brewing stands, cakes, cauldrons, chains, chests, chorus flowers, chorus plants, cocoa beans, comparators, composters, daylight detectors, dragon eggs, enchanting tables, end portal frames, ender chests, fences, fence gates, flower pots, glass, grindstones, heads, honey blocks, hoppers, iron bars, leaves, lecterns, lightning rods, extended piston heads, repeaters, saplings, slabs that are not double, stairs, stonecutters, trapdoors, and walls. Despite being fully to partially transparent, barriers, beacons, ice, slime blocks, and monster spawner can cause suffocation. Dirt path and farmland can also cause suffocation, regardless of them not being full blocks.

The player's screen displays a darkened form of the block in which the player is suffocating. When the player is in third person, the view automatically switches to the first-person view.

The usual ways a mob can suffocate are:


 * Sand, gravel or concrete powder falling into the space the entity occupies.
 * Riding a pig, boat, or minecart into a one-block-high space.
 * Riding a horse, llama, or strider 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 end gateway appeared after killing the dragon.
 * Having a solid block pushed into the mob's head with a piston.
 * Sleeping in a bed surrounded by blocks or having a solid block above it.
 * Being teleported into a block or having one placed onto the entity via commands (including, , or ).
 * When playing on a distant server, sometimes broken blocks can reappear due to 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).
 * When water and lava meet, and create a cobblestone, stone, or obsidian block on the entity's head.
 * Standing a certain distance outside of the world border, configurable with (default is 5 blocks).
 * Summoning an entity inside a block through spawn eggs, commands, or with a golem or wither structure lying down.
 * Standing in 2 blocks of deep water in snowy and cold biomes where the topmost layer of water freezes into ice.

Entity cramming
$$, players and mobs take damage if too many entities are packed into the same block space. Specifically, the  gamerule defines the maximum number, above which a player or mob takes  suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities. The default max number of entities in one block space is 24. Pushable entities include players, mobs, boats, and minecarts.

If the entities exist within the area of effect of a ladder, vine, or scaffolding block, entity collision is not calculated, and the number of entities in that block space can exceed the amount defined by maxEntityCramming. Spiders and cave spiders are still counted, however.

If a player is killed by entity cramming damage, the death message reads  was squished too much.

Drowning


A player who runs out of air underwater begins drowning, taking approximately damage per second. Damage is taken when the air supply value reaches -20. Usually, the air supply value decreases each tick. It resets to 0 after damaging. Respiration gives a chance for air supply to not decrease itself per tick. Chance is x/(x + 1), where x is the level of enchantment.

When the game rule is set to, the air supply of players deplete normally, but no drowning damage is inflicted when players run out of air.

Mobs can also drown, although most mobs that can drown attempt to swim upward. Normally, mobs can remain underwater for 15 seconds before their air supply fully depletes. They can remain underwater for 16 seconds before actually beginning to take damage.
 * A squid, glow squid, tadpole, or any kind of fish suffocates in air instead of drowning in water.
 * Dolphins can suffocate in air or drown in water and must be given access to both to survive.
 * Aquatic mobs, undead mobs, iron golems and frogs are immune to drowning.
 * A zombie can drown but does not take damage; instead, it begins the process of converting to a drowned mob when continuously in water for 30 seconds.
 * Similar to a zombie, a husk does not take damage from drowning, but first converts into a zombie, which then converts to a drowned if it remains underwater.

When the player is no longer submerged in water or is in a bubble column, the air supply regenerates at a rate of 1 bubble every 0.2 seconds (4 game ticks). A Respiration helmet adds an additional on average 15 seconds duration underwater per enchantment level, and a turtle shell adds an additional 10 seconds. Water Breathing and Conduit Power regenerate the air supply. $$, both effects affect squid and fish.

Starvation
When the hunger bar becomes empty, the player takes damage every four seconds. The player stops taking starvation damage when the player eats food or the health bar drops to on Easy difficulty or  on Normal difficulty. In Hard difficulty and on Hardcore mode, the player continues taking damage, which stops upon eating something or death by starvation.

Interestingly, vexes also take starvation damage 30 to 119 seconds after having been summoned by an evoker.

Cactus
Players and mobs take damage every half-second when they are touching or within the same tile-space as a cactus.

Berry bush
Sweet berry bushes deal damage for every half-second when a player or mob (besides foxes) is moving inside a sweet berry bush.

Fire
When mobs and players without fire immunity stand on fire, they take damage every half-second and get burned. Standing in soul fire does damage every half-second instead. They continue burning after leaving the fire block. Fire damage can be prevented by the Fire Resistance effect. Fire duration can be decreased with the Fire Protection enchantment. Most Nether mobs are immune to fire, but they can still drown in lava.

Players do not take damage from fire if the game rule is set to.

Lava
Lava is a dangerous natural occurrence. Players and mobs (except various Nether mobs) get burned and take damage from contact with lava at a rate of every half-second, and they continue burning after they leave it. Fire Resistance nullifies both the direct damage from lava and the burning damage.

Players do not take damage from lava if the game rule is set to.

Ghasts sometimes take a dive into the lava seas in the Nether, magma cubes can hop around on lava, in a similar manner to floating. Striders can walk across lava.

Burning
Players and many mobs burn when exposed to fire or lava or attacked by certain kinds of burning projectiles, Fire Aspect weapons, or burning zombies. In addition, armor itself does not reduce burning damage; to do so, armor needs either the Fire Protection enchantment, Protection enchantment, or the Resistance status effect. Burning obstructs the player's view slightly and, unless the player or mob has Fire Resistance, inflicts damage at a rate of per second. This is the same rate that the player gains health in Peaceful difficulty, so burning alone cannot kill the player in this mode. Burning lasts some amount of time depending on its cause, but it is extinguished by rain, water, or cauldrons.

Players do not take damage from burning if the game rule is set to.

Except for piglins, hoglins, skeletons, and endermen, mobs that spawn in the Nether do not burn and cannot be damaged by fire. Wardens also do not burn. Burning is not considered a status effect and therefore cannot be cured by milk.

Magma block
Mobs without fire immunity and players take damage every half-second if they are walking on magma blocks. This can be avoided by having the Fire Resistance effect, sneaking, or wearing Frost Walker-enchanted boots.

Players do not take damage from magma blocks if the game rule is set to.

Campfire
Players or mobs standing on top of a campfire take damage every half second. Standing in a Soul Campfire does damage every half second instead. Unlike any other damage sources, armor itself does not reduce campfire and soul campfire damage; to do so, armor needs either the Fire Protection enchantment, Protection enchantment, or the Resistance status effect. $$, it also inflicts damage for 160 game tick after the player exits the block.

Players do not take damage from campfires if the game rule is set to.

Status effects
Status effects are either helpful or harmful conditions that can be given to players and mobs alike. They can be given in different ways: being in range of thrown splash potions or lingering potions, being afflicted by certain mobs' attacks, simply being near certain mobs, being near conduits and beacons, and eating specific types of food (such as rotten flesh or raw chicken). Status effects can last for a certain amount of time, or can happen instantaneously.

Entities under a status effect will emit colored particles, with the color of the particles resembling the type of status effect. Having multiple status effects will combine the respective colors.

Instant damage
Instant Damage caused by potions or tipped arrows can damage the player at level I and  at level II. This damage occurs instantaneously. Undead mobs are instead healed, but are similarly damaged by the Healing effect. Zombified piglins that are splashed by a instant damage potion do not attack the player who threw it, as it heals them.

Poison
Cave spiders, witches and bees poison players when they attack (except on easy difficulty). Pufferfish inflict poison as defense against players or certain mobs if they are nearby. Poisoning also occurs upon eating a spider eye, poisonous potato, pufferfish, or suspicious stew made out of lily of the valley. Drinking or being hit by a potion or arrow of poison also results in poisoning. While poisoned, the hearts in the health meter turn from ( on Hardcore) to an olive green ( on Hardcore) and the player takes  every 25 ticks (1.25 seconds) on level I. See Poison for a table for higher levels. The Poison itself cannot kill the player, but it can reduce them to half a heart, thus leaving them vulnerable to damage from other sources.

Wither
Withers and wither skeletons inflict the Wither effect with their attacks (the wither skulls do not inflict the effect on easy difficulty). This darkens the health bar to on Survival and  on Hardcore, while inflicting damage over time. The effect deals every 2 seconds (40 ticks) for the wither skeleton's attack (level I), and every second for the Wither's skulls (level II). Wither roses also inflict the Wither effect to any mobs colliding it. Players also get the Wither effect after eating suspicious stew made out of wither rose or when hit by potion or arrow of decay. Unlike Poison, withering can kill on any difficulty level, and the darkened health bar makes it harder to keep track of the damage, which the only way is seeing the white spark on the left of the heart.

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 the Y-axis of -64 or -128 take damage at a rate of about per half-second. The player usually dies from falling in the void, even in Creative or Spectator modes, but the player may be saved by throwing an ender pearl before falling below the Y-axis of -64 or -128.

Falling into the void in the End is more likely, and is the only way to access the void in Survival mode without exploiting glitches.

By using to give the player Regeneration 5+ or Instant Health, they can fall infinitely into the void without dying until the effect wears off or the game crashes.

$$, the player can survive in the void in Creative mode, but there is a one-way barrier at y=-104 to prevent falling further into the void. However, this barrier can be teleported past by teleporting the player to any location with a y value of -106 and below. The player continues falling until the player teleports away, flies back up, or crashes the game.

Explosions
Explosions cause varying amounts of damage based on the explosion strength, the entity's proximity to the explosion, and whether it is obstructed by solid blocks.

Firework rocket explosion
Firework rocket explosions can deal damage to entities if crafted with a firework star.

The maximum damage about is at the explosion's center with one firework star, decreasing to  at the edge of a radius of 5 blocks (exclusive). Each additional firework star adds to the maximum.

If a rocket crafted with a firework star is d to provide a speed boost while gliding with elytra, it explodes as it is used, dealing damage to the player.

Freezing


When an entity is inside a powder snow block, they begin to freeze, taking damage.

A player submerged in powder snow sees a frosty frame slowly fade in at the sides of the screen and the FOV slowly decreases. After seven seconds (140 game ticks), the player's hearts change to a cyan frosty texture, and the player begins taking damage at a rate of HP every two seconds (40 game ticks). If the player leaves the powder snow block, the vignette slowly fades away. A frozen player moves slower than usual until the vignette fully fades away. This is controlled by the "TicksFrozen" data tag, which increases by 1 every tick (to a maximum of 300) for an entity within the powder snow block. It decreases at a rate of 2 per tick after the entity leaves the powder snow block. This is currently not a separate effect when used with commands such as, and does not have its own unique art, particles, or potion.

Players do not take damage from powder snow if the game rule is set to.

Mobs and players that are freezing have a shivering animation.

Wearing any piece of leather armor stops the freezing effect and damage. This applies to entities that can wear armor, such as zombies. Horses wearing leather horse armor also don’t take damage from freezing.

Snow golems, strays, polar bears, and withers are immune to freezing damage. Fire-related mobs like striders, magma cubes, and blazes take extra damage from freezing. A skeleton can freeze but does not take damage; instead, it begins the process of converting to a stray when continuously in powder snow for 7 seconds.

Advancements
(only applicable if you shoot an entity with a ).

Trivia

 * Critical hits can be done while reflecting a ghast fireball, but does not change the damage or speed of it.
 * It is impossible to drown in peaceful with a helmet enchanted with any level of Respiration, as the regeneration on peaceful is higher than the reduced drowning damage.
 * When the player jumps while taking damage, the damage prevents the player from jumping.
 * In Creative mode, attacking a mob while flying after having descended scores a critical hit.
 * When the player dies when attacking, its animation stops and freezes as the player died.
 * With all possible reductions to fall damage currently available in Survival (landing on a hay bale, Feather Falling IV boots, Protection IV on other armor pieces, and Resistance IV from a Potion of the Turtle Master) the maximum height the player can fall while surviving without Absorption is 3003 blocks. However, Slow Falling completely negates fall damage.
 * With the maximum absorption effect possible in Survival (IV from an enchanted golden apple), and all the effects listed above, the player can survive a fall of 5403 blocks.
 * Riding a horse along with being under the effects of a beacon's Jump Boost II further increases the maximum falling distance to 9005 blocks.