In my last thread, this one I had come to the conclusion that damage mechanics in the whole game are broken. Another thing I discovered is that cubecraft may be using an older damage model, one where weapons, instead of dealing 1 (fist damage) + x (weapons damage, for example 6 for iron swords), they deal "just" the weapons damage (like they do on java edition).
So, I downloaded a health bar indicator from the internet, because it appears the one provided by the server is broken and sometimes it appears, and sometimes it doesn't appear, and the server itself does allow players to use external damage and health indicators (source).
This won't be part of a detailed testing session, I just want to see if my suspicions about using an older damage model are correct.
What will be part of a detailed testing session though, will be checking how weapons interact with prot 1 and prot 2 iron and diamond armors.
Once again: the conclusion, if you don't feel like reading into it that much, is at the end of this.
Lets start with cubecraft.
So, after a few games of eggwars and cyberbullying a bunch of people who had no armor, I had concluded:
It is the old system, but with a major plot twist.
You see: while wooden, sword, iron and diamond sword deal the damage value they say they do, without that extra +1 fist damage, one weapon uses that extra one fist damage. And its the trident.
The netherite sword deals 8 damage, a trident deals 9.
This means that, while in vanilla minecraft tridents and netherite swords are identical, on cubecraft netherite swords are a f***ing scam because tridents are better.
Oh yeah, and cubecraft actually using the old system for all but one weapon means that, to see what damage your weapons are gonna be dealing, in vanilla you gotta go for the weapon that deals 1 damage point less. What do I mean by that? Vanillas stone sword is cubecraft iron sword, for example. Or vanillas iron is cubes diamond, and so on. The only weapon that stays the same is the trident. Oh yeah, and there is no vanilla equivalent of a cubecraft wooden sword.
This also makes some of the conclusions made in the previous thread completely useless, because each weapons damage values are completely different. Now some of them are still relevant, for example the one about leather being useless. However the one about iron, diamond and netherite not being much different couldn't have been more wrong now.
And because this may sound like I made it up, considering that in the first thread I didn't even know that there was a "new" system in place on vanilla, here are some videos as evidence:
And a disclaimer that health/damage indicators are allowed by the server rules, and technically already a feature on the server (one that hardly works, but still), so I am not breaking any rules here.
Iron:
Diamond and Netherite:
Trident:
And now to the testing:
Because of the fact that cubecraft uses the older damage model for all weapons except the trident I have decided to test Stone, Iron, Diamond Swords and the trident on Iron armor with prot 1 and prot 2 as well as diamond armor with the same enchantments.
Vanillas stone being equivalent to cubecrafts iron sword, Vanillas iron to cubes diamond, and so on, you get how this works. Trident here is obviously just the trident. I am not sure how correct and applicable this may be to cubecraft considering that because of the old damage values, it may also use a different form of damage calculation. I think that is unlikely though, as that one changes, on top of the damage values, almost completely erases anything to do with the vanilla pvp system from cubecrafts. Now I am aware cube has a unique pvp system, but I don't think they'd overwrite vanilla minecrafts damage calculations. Though if anyone knows anything about it, feel free to inform me.
Another bit of extra information is how protection works. You see: protection doesn't add extra damage resistance to the already existing one provided by the armor (the only exception being prot 4, which does add 16%, equivalent to 4 points of armor). Instead it reduces the damage left AFTER the damage reduction provided by armor has been calculated. Each level of prot on each piece of armor adds 4% to this second damage reduction. Meaning that full prot 1 Iron for example has the default 60% iron armor damage reduction, then a 16% reduction of the damage that is left. Prot 2 Iron provides a 32% reduction to the damage left after the 60%, and so on.
The Results of the tests are gonna be formated the following way:
[Weapon type] on [prot level] [armor type] (damage reduction provided by the armor + extra damage reduction from prot)
the first column is simply the hit number, the second one is the damage that should be dealt on vanilla according to math, the third is the damage that should be dealt on the "old"/cubecrafts system, the fourth one is the actual number. Killing hits are gonna be visibly marked and have lower damage values, depending on how much hp is left until the kill.
The damage numbers shown here are displayed in HEARTS, and not in damage points. The only time damage points are going to be mentioned is for the "how much it should be" calculation in the first hit for each test.
The end of each test will also say how many hits the kill should have taken, according to the "how it should be" values.
The "how it should be values" are calculated NOT according to the system which states that each heart of damage dealt reduces the effectiveness of the armor by one point, as this system, according to my research, is only used on Java edition on 1.9+, 1.8.9 and older versions and bedrock edition use a simplified system, where 80% damage reduction means 80% damage reduction
The stats here apply only to normal hits for now, crits deserve a bit of a separate thread
Lets begin:
Stone on Prot 1 Iron (60% + 16%):
1. 1 (2.016 damage), 0.5-1 (1.68 damage), 1
2. 1, 0.5-1, 1.5
3. 1, 0.5-1, 1
4. 1, 0.5-1, 1.5
5. 1, 0.5-1, 1.5
6. 1, 0.5-1, 1
7. 1, 0.5-1, 1.5
8. 1, 0.5-1, 1 (kill)
should be 7-10 hits on vanilla, 10 hits on old/cube.
Stone on Prot 2 Iron (60% + 32%)
should be 10-20 hits
Stone on prot 1 Diamond (80% + 16%)
should be 20 hits on vanilla, 20 or more on old/cube
Stone on prot 2 Diamond (80% + 32%)
should be 20 or more hits.
Iron on Prot 1 Iron (60% + 16%)
Iron on prot 2 Iron (60% +32%)
Iron on prot 1 diamond (80% + 16%)
Iron on prot 2 diamond (80% + 32%)
should be 20 hits.
Diamond on Iron prot 1 (60% + 16%):
should be 7-10 hits.
Diamond on Iron prot 2 (60% + 32%):
Diamond on Diamond prot 1 (80%+16%)
Diamond on Diamond prot 2 (80% + 32%)
should be 20 hits.
Trident on Prot 1 Iron (60% + 16%):
Disclaimer: Since this is the Trident weapon where the damage from vanilla is the same as on cube I will simply leave out the "old" damage as for this one weapon it is completely irrelevant to test and any conclusion that might be drawn from it.
Meaning that the third column now shows the actual damage dealt, and there will be no fourth.
should be 7 hits.
Trident on prot 2 Iron (60% + 32%)
Trident on prot 1 diamond (80% + 16%)
should be 10-20 hits.
Trident on prot 2 diamond (80% + 32%)
should be 10-20 hits.
Conclusion:
1. On cubecraft, tridents deal more melee damage than netherite swords, rendering them superior.
2. There is hardly any difference between prot 1 and prot 2 iron on any of the weapons, with the stronger weapons (diamond and trident on vanilla, netherite and trident on cubecraft) additionally completely obliterating both.
2b. if you are playing eggwars overpowered, then you can easily wait with upgrading to prot 2 until you get diamond as only then it makes any significant difference.
3. Cubecrafts iron swords (vanillas stone) are signficantly weaker than diamond, netherite or tridents (and they are just weak in general), so if you can upgrade from an iron sword to either of these three, do so as fast as possible.
4. Despite the damage difference, netherite and tridents are still almost equivalent in strength against stronger armor (diamond and trident on vanilla).
5. Despite only recently being updated, cubecraft uses an older damage model, where all weapons (but the trident) deal only the damage that you can see in the inventory screen, and not an additional one damage for what would normally be your fist.
6. When compared to unenchanted armor, upgrading to prot always is worth it if you don't have any protection enchants on your armor.
7. Seeing the damage of the vanilla stone sword already being this bad, buying a stone sword on cubecraft eggwars to fight anyone (except players with absolutely zero armor) is a waste of 18 Iron.
8. Armor with prot generally speaking appears to be stronger than armor without it, to a point where, if compared with the previous thread, iron armor with prot 1 is as good as unenchanted diamond armor for as long as your opponent uses a stone or iron sword (ON CUBECRAFT). And prot 2 Iron, as long as your opponent doesn't have netherite or a trident, is better than unenchanted diamond.
In other words: if your opponents have weak weapons (diamond or worse), and you already got Iron with prot 2 on it, you have no reason to upgrade to diamond until you spot someone with a netherite sword.
So, I downloaded a health bar indicator from the internet, because it appears the one provided by the server is broken and sometimes it appears, and sometimes it doesn't appear, and the server itself does allow players to use external damage and health indicators (source).
This won't be part of a detailed testing session, I just want to see if my suspicions about using an older damage model are correct.
What will be part of a detailed testing session though, will be checking how weapons interact with prot 1 and prot 2 iron and diamond armors.
Once again: the conclusion, if you don't feel like reading into it that much, is at the end of this.
Lets start with cubecraft.
So, after a few games of eggwars and cyberbullying a bunch of people who had no armor, I had concluded:
It is the old system, but with a major plot twist.
You see: while wooden, sword, iron and diamond sword deal the damage value they say they do, without that extra +1 fist damage, one weapon uses that extra one fist damage. And its the trident.
The netherite sword deals 8 damage, a trident deals 9.
This means that, while in vanilla minecraft tridents and netherite swords are identical, on cubecraft netherite swords are a f***ing scam because tridents are better.
Oh yeah, and cubecraft actually using the old system for all but one weapon means that, to see what damage your weapons are gonna be dealing, in vanilla you gotta go for the weapon that deals 1 damage point less. What do I mean by that? Vanillas stone sword is cubecraft iron sword, for example. Or vanillas iron is cubes diamond, and so on. The only weapon that stays the same is the trident. Oh yeah, and there is no vanilla equivalent of a cubecraft wooden sword.
This also makes some of the conclusions made in the previous thread completely useless, because each weapons damage values are completely different. Now some of them are still relevant, for example the one about leather being useless. However the one about iron, diamond and netherite not being much different couldn't have been more wrong now.
And because this may sound like I made it up, considering that in the first thread I didn't even know that there was a "new" system in place on vanilla, here are some videos as evidence:
And a disclaimer that health/damage indicators are allowed by the server rules, and technically already a feature on the server (one that hardly works, but still), so I am not breaking any rules here.
Iron:
Diamond and Netherite:
Trident:
And now to the testing:
Because of the fact that cubecraft uses the older damage model for all weapons except the trident I have decided to test Stone, Iron, Diamond Swords and the trident on Iron armor with prot 1 and prot 2 as well as diamond armor with the same enchantments.
Vanillas stone being equivalent to cubecrafts iron sword, Vanillas iron to cubes diamond, and so on, you get how this works. Trident here is obviously just the trident. I am not sure how correct and applicable this may be to cubecraft considering that because of the old damage values, it may also use a different form of damage calculation. I think that is unlikely though, as that one changes, on top of the damage values, almost completely erases anything to do with the vanilla pvp system from cubecrafts. Now I am aware cube has a unique pvp system, but I don't think they'd overwrite vanilla minecrafts damage calculations. Though if anyone knows anything about it, feel free to inform me.
Another bit of extra information is how protection works. You see: protection doesn't add extra damage resistance to the already existing one provided by the armor (the only exception being prot 4, which does add 16%, equivalent to 4 points of armor). Instead it reduces the damage left AFTER the damage reduction provided by armor has been calculated. Each level of prot on each piece of armor adds 4% to this second damage reduction. Meaning that full prot 1 Iron for example has the default 60% iron armor damage reduction, then a 16% reduction of the damage that is left. Prot 2 Iron provides a 32% reduction to the damage left after the 60%, and so on.
The Results of the tests are gonna be formated the following way:
[Weapon type] on [prot level] [armor type] (damage reduction provided by the armor + extra damage reduction from prot)
the first column is simply the hit number, the second one is the damage that should be dealt on vanilla according to math, the third is the damage that should be dealt on the "old"/cubecrafts system, the fourth one is the actual number. Killing hits are gonna be visibly marked and have lower damage values, depending on how much hp is left until the kill.
The damage numbers shown here are displayed in HEARTS, and not in damage points. The only time damage points are going to be mentioned is for the "how much it should be" calculation in the first hit for each test.
The end of each test will also say how many hits the kill should have taken, according to the "how it should be" values.
The "how it should be values" are calculated NOT according to the system which states that each heart of damage dealt reduces the effectiveness of the armor by one point, as this system, according to my research, is only used on Java edition on 1.9+, 1.8.9 and older versions and bedrock edition use a simplified system, where 80% damage reduction means 80% damage reduction
The stats here apply only to normal hits for now, crits deserve a bit of a separate thread
Lets begin:
Stone on Prot 1 Iron (60% + 16%):
1. 1 (2.016 damage), 0.5-1 (1.68 damage), 1
2. 1, 0.5-1, 1.5
3. 1, 0.5-1, 1
4. 1, 0.5-1, 1.5
5. 1, 0.5-1, 1.5
6. 1, 0.5-1, 1
7. 1, 0.5-1, 1.5
8. 1, 0.5-1, 1 (kill)
should be 7-10 hits on vanilla, 10 hits on old/cube.
Stone on Prot 2 Iron (60% + 32%)
- 0.5-1 (1.536 damage), 0.5-1 (1.36 damage), 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1.5
- 0.5-1, 0.5-1, 0.5 (kill)
should be 10-20 hits
Stone on prot 1 Diamond (80% + 16%)
- 0.5 (1.008 damage), 0-0.5 (0.84 damage), 0.5
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 1
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 1
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 1
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 1
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 0.5
- 0.5, 0-0.5, 0.5 (kill)
should be 20 hits on vanilla, 20 or more on old/cube
Stone on prot 2 Diamond (80% + 32%)
- 0-0.5 (0.768 damage), 0-0.5 (0.68 damage), 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 1
- 0-0.5, 0-0.5, 0.5
- 0-0.5, 0-0.5, 0.5
should be 20 or more hits.
Iron on Prot 1 Iron (60% + 16%)
- 1-1.5 (2.352 damage), 1 (2.016 damage), 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 2
- 1-1.5, 1, 0.5 (kill)
Iron on prot 2 Iron (60% +32%)
- 0.5-1 (1.904 damage), 0.5-1 (1.632 damage), 1
- 0.5-1, 0.5-1, 1.5
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1.5
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1.5
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1.5 (kill)
Iron on prot 1 diamond (80% + 16%)
- 0.5-1 (1.176 damage), 0.5 (1.008 damage), 0.5
- 0.5-1, 0.5, 1
- 0.5-1, 0.5, 0.5
- 0.5-1, 0.5, 1
- 0.5-1, 0.5, 0.5
- 0.5-1, 0.5, 1
- 0.5-1, 0.5, 1
- 0.5-1, 0.5, 0.5
- 0.5-1, 0.5, 1
- 0.5-1, 0.5, 0.5
- 0.5-1, 0.5, 1
- 0.5-1, 0.5, 1
- 0.5-1, 0.5, 0.5 (kill)
Iron on prot 2 diamond (80% + 32%)
- 0.5 (0.952 damage), 0.5 (0.816 damage), 0.5
- 0.5, 0.5, 0.5
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 0.5
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 0.5
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5 (kill)
should be 20 hits.
Diamond on Iron prot 1 (60% + 16%):
- 1-1.5 (2.688 damage), 1-1.5 (2.352 damage), 1.5
- 1-1.5, 1-1.5, 2
- 1-1.5, 1-1.5, 2
- 1-1.5, 1-1.5, 2
- 1-1.5, 1-1.5, 1.5
- 1-1.5, 1-1.5, 1 (kill)
should be 7-10 hits.
Diamond on Iron prot 2 (60% + 32%):
- 1-1.5 (2.176 damage), 1 (1.904 damage), 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1.5
- 1-1.5, 1, 1 (kill)
Diamond on Diamond prot 1 (80%+16%)
- 0.5-1 (1.344 damage), 0.5-1 (1.176 damage), 0.5
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 0.5
- 0.5-1, 0.5-1, 1
- 0.5-1, 0.5-1, 1 (kill)
Diamond on Diamond prot 2 (80% + 32%)
- 0.5 (1.088 damage), 0.5 (0.952 damage), 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 1
- 0.5, 0.5, 0.5
- 0.5, 0.5, 0.5 (kill)
should be 20 hits.
Trident on Prot 1 Iron (60% + 16%):
Disclaimer: Since this is the Trident weapon where the damage from vanilla is the same as on cube I will simply leave out the "old" damage as for this one weapon it is completely irrelevant to test and any conclusion that might be drawn from it.
Meaning that the third column now shows the actual damage dealt, and there will be no fourth.
- 1.5 (3.024 damage), 2
- 1.5, 2
- 1.5, 2.5
- 1.5, 2
- 1.5, 1.5 (kill)
should be 7 hits.
Trident on prot 2 Iron (60% + 32%)
- 1-1.5 (2.448 damage), 1.5
- 1-1.5, 2
- 1-1.5, 1.5
- 1-1.5, 2
- 1-1.5, 1.5
- 1-1.5, 1.5 (kill)
Trident on prot 1 diamond (80% + 16%)
- 0.5-1 (1.512 damage), 1
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 1.5
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 0.5 (kill)
should be 10-20 hits.
Trident on prot 2 diamond (80% + 32%)
- 0.5-1 (1.224 damage), 0.5
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 0.5
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 0.5
- 0.5-1, 1
- 0.5-1, 1
- 0.5-1, 0.5 (kill)
should be 10-20 hits.
Conclusion:
1. On cubecraft, tridents deal more melee damage than netherite swords, rendering them superior.
2. There is hardly any difference between prot 1 and prot 2 iron on any of the weapons, with the stronger weapons (diamond and trident on vanilla, netherite and trident on cubecraft) additionally completely obliterating both.
2b. if you are playing eggwars overpowered, then you can easily wait with upgrading to prot 2 until you get diamond as only then it makes any significant difference.
3. Cubecrafts iron swords (vanillas stone) are signficantly weaker than diamond, netherite or tridents (and they are just weak in general), so if you can upgrade from an iron sword to either of these three, do so as fast as possible.
4. Despite the damage difference, netherite and tridents are still almost equivalent in strength against stronger armor (diamond and trident on vanilla).
5. Despite only recently being updated, cubecraft uses an older damage model, where all weapons (but the trident) deal only the damage that you can see in the inventory screen, and not an additional one damage for what would normally be your fist.
6. When compared to unenchanted armor, upgrading to prot always is worth it if you don't have any protection enchants on your armor.
7. Seeing the damage of the vanilla stone sword already being this bad, buying a stone sword on cubecraft eggwars to fight anyone (except players with absolutely zero armor) is a waste of 18 Iron.
8. Armor with prot generally speaking appears to be stronger than armor without it, to a point where, if compared with the previous thread, iron armor with prot 1 is as good as unenchanted diamond armor for as long as your opponent uses a stone or iron sword (ON CUBECRAFT). And prot 2 Iron, as long as your opponent doesn't have netherite or a trident, is better than unenchanted diamond.
In other words: if your opponents have weak weapons (diamond or worse), and you already got Iron with prot 2 on it, you have no reason to upgrade to diamond until you spot someone with a netherite sword.
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