27vx
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- Aug 18, 2025
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Minecraft username:
Suggestion:
Detailed description:
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Example(s):
27vx
Suggestion:
Changing Prot. from 1.8 to 1.9+
Detailed description:
In so far as this might or might not be technically feasible I would like to suggest changing the way the Protection Enchantment works from 1.8 to the later 1.9 mechanic. I am unsure as to whether this is technically possible and if it is it should not effect any other mechanics or aspects of the game-mode.
In Java 1.8, armor reduces the damage first, then Protection reduces what is left. Protection adds up into an EPF value that is then randomised. It uses somewhere between half of the EPF and the full EPF, rounded up. Each final EPF point then reduces the remaining damage by 4%.
This mechanic was revised in 1.9+ versions to remove any randomization. Instead implementing a flat percentage factor of damage reduction.
In Java 1.8, armor reduces the damage first, then Protection reduces what is left. Protection adds up into an EPF value that is then randomised. It uses somewhere between half of the EPF and the full EPF, rounded up. Each final EPF point then reduces the remaining damage by 4%.
This mechanic was revised in 1.9+ versions to remove any randomization. Instead implementing a flat percentage factor of damage reduction.
Reason(s):
I believe it is already apparent in the description why the existing 1.8 protection Enchantement is a problem. It adds randomisation into a mechanic that is extremely vital for PvP and thus undermines skill. Minecraft itself noticed this problem and addressed it in 1.9. I think it goes without saying that it would be reasonable to try and implement this in BedWars as well as it has absolutely no drawbacks and only upsides.
Example(s):
To indicate in written version how bad this can be:
A bad roll on Protection II can have you reduce damage by the factor Protection I does (EPF 4).
The worst roll for Protection IV (10 EPF) is almost comparable to having just Protection II at the best roll (8 EPF).
Against a flat 20 HP / 10-heart hit, full Protection IV can reduce the hits damage to anywhere from 6 hearts taken on a bad roll to 2 hearts taken on a good roll, not considering armor points.
A bad roll on Protection II can have you reduce damage by the factor Protection I does (EPF 4).
The worst roll for Protection IV (10 EPF) is almost comparable to having just Protection II at the best roll (8 EPF).
Against a flat 20 HP / 10-heart hit, full Protection IV can reduce the hits damage to anywhere from 6 hearts taken on a bad roll to 2 hearts taken on a good roll, not considering armor points.