Java Edition Combat Tests

Changes to combat mechanics are currently in development. Two snapshots have been released on Reddit and are not found in the launcher. While these snapshots are development versions for a future version, they are just forks of 1.14.3 and 1.14.4 respectively and do not contain any newer content. These changes will not be a major focus of any future major update but will instead just be added when the new combat system is finalized.

Gameplay

 * Combat
 * New attribute: generic.attackReach.
 * Represents the attack reach of a player.
 * Only used by players.
 * Default base: 3.0 ; minimum: 0.0 ; maximum: 6.0.
 * Value is the number of blocks away the player can attack from.
 * Weapon modifier now modifies generic.attackReach with Operation 0 and UUID 26cb07a3-209d-4110-8e10-1010243614c8.
 * Added a "Combat Reach" parameter (using attribute generic.combatReach ) to swords, hoes and tridents.

Gameplay

 * Combat
 * Players can now only attack when the weapon is fully charged.
 * Different weapons and items have different attack ranges, all separate from the block breaking reach.
 * 3.5 blocks for all swords.
 * 4 blocks for tridents and hoes.
 * 3 for all other items.
 * The attack timer can be charged to 200%.
 * The attack timer reaches 200% after the recharging animation of the sword is fully complete.
 * A 200% charge is required for critical hits and the sweeping attack.
 * A 200% charge will also deal higher knockback while sprinting.
 * Weapons with shorter cooldowns give victims a shorter attack invulnerability time (invincibility frames).
 * The control can now be held down, attacking whenever the attack cooldown reaches 100%.
 * It is now possible to hit mobs through non-full-sized blocks such as grass.
 * Weapon reach is always active and increased by half a block during a special attack.


 * HUD
 * Changed how the attack indicator works.
 * When on crosshair mode:
 * The meter only appears after the attack is 100% recharged, showing the progress of reaching 200% charge instead.
 * The "+" now only appears below the attack indicator when at 200% charge.
 * When on hotbar mode:
 * Only appears after the attack is 100% recharged, showing the progress of reaching 200% charge instead.


 * Sweep Attack
 * Performing a sweep attack now requires the Sweeping Edge enchantment.
 * Now requires the attack timer to be at 200%.
 * Is now performed regardless of whether an entity is hit.

Items

 * Axes
 * Increased attack speed for all axes to 2.
 * All axes deal more damage than their sword counterparts.
 * Attack reach remains at 3 blocks.


 * Hoes
 * Changed the attack speed for most hoes:
 * Wooden: 2; stone: 2.5; iron: 3; diamond and gold: 3.5.
 * Changed the damage dealt for all hoes.
 * Wooden, stone, and gold: ; iron and diamond:.
 * Increased attack reach to 4 blocks.


 * Pickaxes
 * Increased attack speed for all pickaxes to 2.5.
 * Increased damage for all pickaxes by.
 * Attack reach remains at 3 blocks.


 * Shield
 * Removed warm-up delay from shields (0.25s activation cool down).
 * When in the off-hand, shields will activate when sneaking.
 * Attacking while crouching will disable the shield during the attack.
 * Shield is re-enabled after the weapon has reached 200% charge.
 * Shields no longer knockback attackers when they block.


 * Shovels
 * Increased attack speed for all shovels to 2.
 * Decreased damage for all shovels by.
 * Attack reach remains at 3 blocks.


 * Swords
 * Attack speed for all swords is 2.5.
 * Increased damage for all swords by.
 * Increased attack reach to 3.5 blocks.


 * Trident
 * Increased attack speed to 2.
 * Decreased base damage from to.
 * Increased attack reach to 4 blocks.