Talk:Health/Archive 1

Uhh, we already have a page. – ( 07:19, 2 August 2010 (UTC)

Well that was really short and seemed to be more for the UI hearts, should we merge the two? I just don't feel like damage statistics should be in the UI category. New to this wiki btw. --Bdonski

I have found that falling from a fatal height will, no matter if you're on fire, kill you. I think this should be mentioned. -

New article for suffocation?
Maybe we should make a new article for suffocation. On this page it already has its own history, patches, and glitches sections. -- 20:47, 23 December 2010 (CST)

Avoid Drowning
I found an interesting exploit on Minecraft. If you are carrying an empty bucket and take water from the block infront of you and you go through it, it will replenish your air count. This can be easily done over and over if you drop the water obtained on the bottom floor of the ocean/sea.

Article naming
"Health/damage" is a pretty poor name for this article, not to mention the wiki is treating it like a subpage. Surely this page should be moved to and damage/hazard information should be merged from  into ? -- 22:58, 16 February 2011 (UTC)


 * I agree. This is not a good title because Damage? I think hazard is a better word... -LeopardStar the Leader –The preceding unsigned comment was added by ( . Please sign your posts with  !


 * I disagree. I think it should stay this way. Health and Damage are related, and this is easier to find out, as damage relates to the taking away of health. I don't think hazard is a better word as hazard is referring to something that could hurt you. Please sign your posts with 4 tilde's (~) 22:39, 28 March 2011 (UTC)


 * I disagree with Stinkbug22's and Gnu32's now because the / makes it look weird. Health/Damage? Health and Damage? Health and Hazards? I mean putting the / in there makes it look like we're lazy. 22:42, 28 March 2011 (UTC)

20 HP... Not 10...
"Hearts make up the health meter for the player and mobs in the Survival modes. Each heart represents one hit point, for a total of 10 hit points. Hit points are lost in multiples of 0.5."

it seems to me that players actually have 20 HP, not 10 as this suggests. Each half heart being equal to 1 hitpoint.


 * Those are both valid ways of considering the situation, but it seems likely that Notch wanted 10 HP with the minimum damage being .5 . Also, sign your posts with "~". 14:31, 8 March 2011 (UTC)

I see what you mean but it says after that that it goes down in multiples of 0.5 LeopardStar The Leader 22:35, 28 March 2011 (UTC)

In the statistics, my damage taken went up by 2 when I lost 1 heart, so it seems to be that a half heart is 1 HP. 21:58, 21 April 2011 (UTC)


 * Updated page. Now 1 heart = 2 HP. It is consistent with other articles. -- 16:30, 12 December 2011 (UTC)

Dog/Wolf
For the new 1.4 update, I think we may need to include numbers for damage regarding the wolves/dogs. Just putting it out there. (Unsigned)

- Done, as well as the health. I put question marks at the damage dealt by hostile wolves, since I don't know their strength on any difficulty. The page about wolves says that they deal 1/2 to 1 damage, but how that relates to difficulty is unknown to me. As in: I didn't put that to the test. 13:30, 9 April 2011 (UTC) Metonymia

Someone update creepers damage
When I play on normal, without any armor and full 10 hearts, a creeper will kill me in one hit. It says creepers do 8 damage. I'd update it, but I don't know how to test if the creepers do more than 10 hearts, so I wont touch it.


 * I'm too lazy to run the test right now, but you could put on a full suit of undamaged armor, then try to stand in the exact same place as a Creeper as it explodes. This would cause you to take 1/5 the damage, so multiply that damage by 5 for a good approximate of a Creeper's full damage potential. For a closer approximate, you could use less armor (all undamaged for clean results) so you take, say, 60% of the Creeper's full potential damage, then multiply that by 5/3 to approximate the full damage you would have taken without armor.  07:14, 10 November 2011 (UTC)

Taking "no damage" from falling
It is possible, when falling 3.5 to 4 meters, to take "no damage" from falling. That is to say, your armor, which must be reasonably high, will degrade marginally but your health will not. Your health will flash, and the "oof" noise will play, but it will act much akin to taking 1/2 a heart on peaceful, that is it will not appear to move. Can anyone shed light on to (apart from the 3.5/4) when this happens, i.e. how much armor you need/health you need? Hell, can anyone else even confirm having noticed this? (Not that I condone throwing oneself off a cliff and attempting to take no damage.)
 * This effect can be mimicked by partial suffocation after getting out of a minecart in a 2-high ceiling. 23:26, 21 April 2011 (UTC)

Fall damage formula, longest possible fall
The article says that max armor will reduce damage by 80%, meaning to ⅕.

The fall damage formula is said to be FD = (number of blocks - 3) ÷ 2.

If we want to calculate how deep a fully armored miner can fall while taking 9.5 hearts damage, we get this: 9.5 = ⅕ (x-3) ÷ 2

It is solved to 2 · 9.5 · 5 + 3 = 98. Can somebody confirm this? It seems quite deep! – 23:52, 21 April 2011 (UTC)

Tested and confirmed. Full armor + 98 block fall = 9.5 hearts lost. It seems very weird (yet very cool) that it actually works! - 18:08, 9 June 2011 (UTC)

Falling seems to be more random since 1.3.x, and the maximum survivable fall is now around 130. See Zisteau's tests on YouTube. I think the formulas need to be updated, not sure if the same is true for mobs. --RogerWilco2

RogerWilco2: Zisteau's tests, though well planned and executed, didn't really prove anything other than the fall damage is pretty random now. The problem seems to be a bug in the way they implemented the new fall damage, and is dependent on latency and how powerful the server is. The formula is still correct on a decent server with a good connection. 10:35, 8 September 2012 (UTC)

The above anonymous user is essentially correct. The only reason fall damage is random is because of the SSP/SMP merge in 1.3 which caused many issues related to latency. The base formula for unarmored fall damage has not changed and still functions correctly in true singleplayer, which is one heart per block minus three. Three blocks of no fall damage with the first half heart occurring on the fourth block, making any drop 24 blocks and up lethal. The random SMP damage only affects players though. I did some testing on a server with a mob drop-farm using a skeleton spawner. They are consistently left with half a heart (one shot with bare hands) on a 22 block fall. 11:43, 8 September 2012 (UTC)

in 1.4.2 the fall damage is a bit random. I have made some tests and i do not get damage that fits the formula. I died of a 30 blocks fall 3times and survived with one heart one time. I also tested some other heigts and they neither fit the formula, so if you could do some tests that are more accurate and then uppdate the wiki. (sorry for any misspeled words)

Falling in Minecart
The article claims falling minecarts will not hurt you, which was true for me, until i updated to 1.6.4. now i take the damage just as a would falling normally. can someone else confirm this?

Minecarts landing on solid ground will cause you to have full fall damage. I have tested it out and having the minecart land on a track and stopping while on the track or exiting the cart while in motion will still prevent fall damage. However, if the minecart rolls off the track after a fall but before it comes to a complete stop (or before you exit), you will still get full fall damage when the minecart rolls off. -- 02:45, 10 July 2011 (UTC)

Fire Damage
Fire damage (Half a heart per second for 15 seconds) is now under Lava, shouldn't it get it's own section?

Lethal Fall Damage
The page says a drop of 23 blocks or more will kill you, but it takes a drop of 23&frac12; blocks to deal the full ten hearts. 22:07, 4 September 2011 (UTC)

Food changes all this
As of the pre-release. If you have a full bar of Food points it's pretty much impossible to die, the lowest you health will drop to is half a heart. -- 12:02, 10 September 2011 (UTC)
 * This is a false fact, that is sadly widely spread on discussion boards.-- 21:28, 14 September 2011 (UTC)
 * To prove the falsehood of this fact, we suggest players fill their food bar and attempt swimming in lava. 06:37, 10 November 2011 (UTC)
 * Why did I actually do that? 23:41, 1 March 2012 (UTC)

Changes to damage in 1.8
The damage table that lists the amount of damage done by various tools needs updating. 1.8 reduced the base damage dealt by all weapons by half a point as far as I'm aware; this means that Stone Swords, for example, only deal 3 damage now instead of 3.5; I cannot provide proof in the form of a video, but just try it for yourself - killing a hostile mob with a Stone Sword without critical hits or anything else that'd adjust damage takes four hits. If it'd still deal 3.5 damage per hit, it'd only be three. Arrows, in particular, no longer deal 2 damage. I'll leave the actual editing and the exact numbers to someone else, though. 17:33, 17 September 2011 (UTC)

Damage Nerf (Mass information change)
See. Sorted out most of the data, and figured out most of the damage and health and stuff there. There's no way I'll be able to transfer it all to this page and fix it all up by myself. Help please? -- 08:12, 15 October 2011 (UTC)

Health
Perhaps its a glitch but in my newly updated version 1.8.1 I cannot eat anything to regain health in any game setting. I can't play in anything but peaceful because I die of starvation and can't prevent that. Anyone else having this problem?

~*~


 * You have to hold down the right mouse key button to eat. -- 05:02, 20 October 2011 (UTC)


 * in 1.8.1 food doesn't restore health, it restores your food bar. If the food bar reaches zero, then you are starving and you die. 12:35, 18 September 2012 (UTC)

Page Rearrangement
I'm sorry but as more and more information is added and compiled, having a single page for health and Damage is no longer a feasible/efficient idea. As I previously stated on (which itself needs to be merged into the  article, 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. - 07:22, 1 November 2011 (UTC)


 * I with the merge, but  with the split - seperating the Health and Damage page just because it is big sounds rediculous. We need them both in the same page because Damage directly affects Health. Health and Damage IS a large topic, and naturally, will have a large page. There really isn't any way to seperate it (and the method of seperation now is showing that it is quite tedious). You aren't really proposing a solution to the problem, just a rearranging of the pages. Keeping Health, and Damage on two seperate pages would be difficult to maintain because if a person wanted to know how many strikes of said weapon it takes to kill a certain enemy, to cross reference the data they would need to switch between the pages. (remember that not everyone knows how to use tabs) I propose we merge all the indiscriminite pages that detail health and damage, and then see what we can do from there. -- 10:43, 1 November 2011 (UTC)
 * EDIT: Also, the mob page should remain seperate, as it covers the newly coming mobs and the offensive nature of mobs. It doesn't really share any info with the Health and Damage page. Same goes for the Entity page, their is only small mentions of the health of entities, and even that is not very useful (and it is obvious) to the average player. -- 10:48, 1 November 2011 (UTC)
 * EDIT2: Alternativly, to keep all the values updated, we could use a table template, one with the health values of all mobs on it, one with the damage values of all mobs, one with the damage values of all tools, and then one with the critical damage on it. This way all the info could be updated together and effectively. -- 10:50, 1 November 2011 (UTC)
 * EDIT3: And as a reply to your reason for split, if it's too unorganised, at least make an attempt to organise it, or put up a "Requires Organisation" message box before reverting to shifting large amounts of information around the place. -- 10:53, 1 November 2011 (UTC)
 * What I meant by the Mobs, entity pages is that the information from those pages can be added into here as well. I don't mean to move them from their respective pages, but rather recompile the information and put the data/number values into charts. I was thinking that all the health values can be compiled together into 1 article, and the damage values can be compiled into another one. Like the pages are a chartlist of data or something. Do you understand what I'm getting at here? - 04:11, 2 November 2011 (UTC)
 * Partially, although I think the data could be seperated in a more effective way. Let me get my drawing board :D -- 07:42, 2 November 2011 (UTC)

ok well I need people other than HexZyle which we have already discussed together before. - 04:11, 2 November 2011 (UTC)
 * I doubt it. We're pretty much the only two interested in this fix. -- 07:42, 2 November 2011 (UTC)
 * I too agree with article merge, but disagree with split. It is really large topic and we need all info here. For those, who want read about specific info, there is Contents menu at the top. — undefined 09:29, 2 November 2011 (UTC)
 * I'm somewhat torn on the topic. On one hand, damage is separate from health, and if you wanted to see both for a mob, they're on the mob page. On the other hand, keeping the information in one location (since it's related) is convenient. So, i'd say no to split. On the topic of critical hit, i think that needs to be its own article. On that article you explain how to achieve it and its other affects; here you just mention how it affects damage. -- 15:14, 2 November 2011 (UTC)
 * Why can't we include conditions to achieve critical hit? I mean, section have more info than critical hit page (excluding the table), so why don't create a subsection in  and update the table with critical damage values? — undefined 16:37, 2 November 2011 (UTC)
 * Actually, now that I've taken a second look at the article, I'm switching my vote to split. In fact, it might be best to split the damage types into their own articles (e.g. Types of damage are drowning (x damage), suffocating (y damage), cactus (z damage), etc.) and just summarize the damage on the damage page. -- 17:03, 2 November 2011 (UTC)
 * I agree with both the merge and split. Critical hit is basically damage, while Heath and damage are almost opposites. 03:00, 19 November 2012 (UTC)

Healing / gaining health
For such a long article it's pretty amazing that there's no mention of how to increase your health. -- 19:52, 3 November 2011 (UTC)


 * "On Peaceful difficulty, the heart meter will refill over time. As of 1.8, health is not restored by consuming food, but rather slowly regenerates when the player's Food Bar is full, and regenerates fairly quickly for 30 seconds after eating a golden apple." -
 * That's all, as of 1.8.1. Once 1.9 comes out, the section will also need to mention and link to healing potions. 22:49, 3 November 2011 (UTC)

i can't find any information as to whether mobs heal damage taken over time. has anyone tested this? -- 09:59, 28 November 2011 (UTC)

Death
What is the maximum number of hearts someone can have and still die? 0? 0.25? 0.49? 03:28, 17 January 2012 (UTC)

I think you just can't have 0.49. You can only have a half of heart or no hearts. 19:46, 28 January 2012 (UTC)

Yes, you can. Try standing next to a cactus with armor on. 04:26, 11 February 2012 (UTC)


 * You can only have or.

Each point is half a heart. Your life is.

And With 11-16 armor points (5.5-8 cloth), you will lose /1sec on cactus. I tried it and no 0.49. Only 0.5 and 1.0. 07:34, 1 May 2013 (UTC)


 * While the actual health level is an integer quantity (counted in half-hearts), there's also a 'carryover damage' counter, measured in 25ths of a point of health; this is used for keeping track of damage reduced by armor. In enchanted diamond armor, even at, you can take a fair amount of damage before dying. However, in order to die, you always have to be at 0 HP. -- 09:39, 1 May 2013 (UTC)

Lava doesn't prevent Fall Damage
That's it, when you touch the ground you receive all the damage. 19:43, 28 January 2012 (UTC)

Iron Golem Damage Inconsistency
The Iron Golem page stated that they do 7 to 20 damage, while this page says that they do 8 to 20 damage. I was doing some testing to see whether it was random damage or if something else was factored in, and I believe that at one point the Iron Golem hit me for 7 damage. So I'm changing this page. 17:14, 25 March 2012 (UTC)

Falling Speed
I was looking for info on the falling mechanic... Anyone know the acceleration and/or terminal velocity? 13:14, 2 April 2012 (UTC)


 * Took a bit of digging to find. Every tick, most living entities (players, non-flying mobs) have their vertical speed decreased by 0.08 (blocks per tick), then multiplied by 0.98 . This produces a terminal velocity of -3.92 blocks per tick, or -78.4 blocks per second. Takes quite a while to get going that fast, though; falling from layer 256 to bedrock takes about 5.5 seconds, and you're only going 3.5 blocks per tick when you hit.


 * Items fall more slowly, accelerating 0.04 blocks per tick per tick, giving a terminal velocity of -1.96 blocks per tick. -- 04:55, 3 April 2012 (UTC)
 * I hope you don't mind, but I've stuck an edited version of that in the page.  -- 01:30, 23 August 2012 (UTC)

For the purpose of a freefall downwards elevator, how many ticks does it take to fall 3 blocks exactly? -Tibetan Monk 04:13 30 September 2012


 * According to my calculations, it should take 9 ticks for an (initially stationary) entity to fall 3 blocks. -- 02:58, 1 October 2012 (UTC)

Skin after death
08:26, 1 May 2012 (UTC)If you have inventory open, and die, your skin will revert to original Steve skin.

Fall Damage Change in 1.3
I am playing on a vanilla server. No bukkit, no admin enchancements, nothing. It is set to hard difficulty. 18 block fall is lethal. 17 leaves half a heart. I walked off, didn't jump. Can anyone confirm this? I am about to test if this damage is the same to mobs. 00:55, 23 August 2012 (UTC)

I tested this in singleplayer with a 22 block drop. All three difficulties give me half a heart. I'm not quite sure what the issue is. The server still kills me with 18+ blocks. 01:09, 23 August 2012 (UTC)

During testing with different people, I (we) believe this is a server bug. Something close to this was reported in known bugs, so I added an acknowledgement message. 04:42, 23 August 2012 (UTC)

For me I'm getting the opposite. I'm on a Craftbukkit 1.3.1 server and I receive way less fall damage. I don't take damage from 5 block or less drops, and only sometimes from 6 blocks or more. And I can fall over 30 blocks and survive. Also see Zisteau's Mindcrack #57 @ 19:44 of some testing on a vanilla server of fall damage changes in 1.3 (can't link it here for some reason). Not sure if the fall damage changes are a bug or intended. 07:28, 27 August 2012 (UTC)

I would like to assume they weren't intended. Some people make things dependent on height that won't kill, and it would be pretty unfair that you can only make such things in singleplayer (not counting elevators and other stuff that relies on instant communication that only singleplayer provides). Also, upon further testing, this issue only affects players. I made a drop mob grinder and mobs still end up at half a heart on a 22 block fall. 22:03, 27 August 2012 (UTC)

I did some more testing, and it appears to only happen on SMP and it depends on how laggy the server is; you take less damage the higher your latency is. So it must be some sort of a bug or an odd result of a change they made in server-client communication. 23:03, 28 August 2012 (UTC)

Something To Add
I have no idea how much damage this does but if on peaceful and you encounter a skeleton spawner, there is a chance that the skeleton will quickly spawn and hit you with an arrow then disappear. So it think there should be damage for the peaceful section of skeleton arrow.

Please sign your post with four tildes (~), and this is a stupid idea because there is about the same chance as a SpiderJockey spawning with armor. I have seen an armored spider jockey, but that's not the point. -- 21:26, 2 September 2012 (UTC) 02:17, 20 January 2014 (UTC) 02:18, 20 January 2014 (UTC)

Falling Velocity
Two things on the recent edits. Why limit measuring fall velocity to 256 blocks? You can fly higher than that. Second, how are you measuring this? 05:05, 10 September 2012 (UTC)
 * I'm not measuring it, I'm referring to Orthotope's code-diving, a couple of entries above this one.  And OK, you can fly higher in creative mode, but then it hardly matters how fast you fall -- AIUI, even in creative, you can't actually do anything but fly (or fall) above the 256-block ceiling. -- 12:15, 10 September 2012 (UTC)
 * Ahh, very interesting. Never mind then. :P  12:23, 10 September 2012 (UTC)
 * However, this means that you can in fact reach terminal velocity in Creative mode, contrary to what the page says. 13:34, 15 September 2012 (UTC)
 * Can you get to terminal velocity in survival because you could place water and lava above the height limit and make stone/cobblestone/obsidian above the height limit? 03:09, 19 November 2012 (UTC)

Falling on halfblocks
I was wondering how fall damage works when you fall a distance that is not integer - for example dropping from or on top of halfblocks. I looked into 1.3.2 MCP decompiled code, and found out that the fall distance is always rounded up to an integer. This means that for example falling from 3.5 block height inflicts one point of damage. Someone who is registered feel free to add this to the page. --- Abdiel 13:46, 15 September 2012 (UTC)

Of course It rounds up. Below 0.4 rounds to 0. Above or equal 0.5 rounds to 1.

If you fall 3.5 block height deals. But if you fall 22.5 block height deals and you die. With armor reduces damage. 07:48, 1 May 2013 (UTC)


 * The previous comment was correct; fall distance is always rounded up to the next integer. While this isn't the usual rounding used in most situations, it is the in-game behavior, which is what we care about here. -- 09:39, 1 May 2013 (UTC)

Also Related...
Those who want to split this page into two (Me included) should also look at http://www.minecraftwiki.net/wiki/Talk:Critical_hit#Merge.3F. It says pretty much the same thing but also suggests merging critical hit into the new damage page. - 20:11, 15 December 2012 (UTC)

Fall damage of non-integers blocks
A is 9/16 blocks high, the side of a  is 1/8 blocks high, the middle of a  is 7/8 blocks high, and the  is 3/4 blocks high. What will happen if you fall on or off these blocks? 01:38, 10 February 2013 (UTC)

Merging with armor
I suggest that this page should be merged with since some hostile  have armor points and it would be useful to know how many hits can kill a mob with its armor points. 01:47, 10 February 2013 (UTC)

Pocket Edition sound is different.
The player says oof! or UUGH! in PE if damaged. Can you try it? 01:56, 1 May 2013 (UTC)