The stamina bar is affected by swinging weapons, and does not affect running or jumping. The player now has a green stamina bar below their hunger bar.
Dodging is made slower by a player's armor rating, so it becomes less and less effective with more durable armor. The player cannot dodge while charging up a heavy attack or blocking. The player can dodge by pressing the sprint key (ctrl by default), space, and a directional key all at the same time, causing them to leap in that direction and out of harm's way.
Additionally, the player can now block with both hands by pressing down the right mouse button, negating 20% of damage.Īnother important addition is the ability to dodge. Instead of punching with their right fist over and over again, the player will now alternate fists used, and can deliver both heavy and light attacks, as with weapons. Similarly, unarmed combat has been updated. Of course, some of these mobs, such as skeletons, spawn only with ranged weapons, and thus do not take advantage of the new system fully. In addition to players, several mobs can take advantage of this new system, they are: Light attacks only deal 50% of the knockback and damage as would normally be dealt out, and are completely blocked by shields. Light attacks have a cooldown like 1.9-1.17 attacks, though it is somewhat shorter, and the player cannot attack at all before the cooldown ends. Light Attack - Simply clicking without holding down performs a light attack.Heavy attacks are balanced to do the same amount of damage per second (DPS) as pre-1.18 attacks. Heavy attacks can be interrupted during charging, so it is imperative to back up enough from an attacker to avoid being hit while charging. When a heavy attack is being performed, the player raises the weapon over their shoulder, making their attack apparent and leaving them slightly vulnerable. Heavy attacks deal the damage indicated by the weapon (IE: 4 damage for a wooden sword), stun enemies, and knock shields away, making an opponent vulnerable to a followup attack. Once the bar has turned orange, the player can release the left mouse button at any time to perform an attack. Heavy Attack - A player can hold down the left mouse button to charge a heavy attack, filling up the charge bar (the sword icon which indicated a cooldown from 1.9 to 1.17) until it turns orange.For weapon combat (with swords, non-thrown tridents, axes, shovels, etc.) Instead of waiting for a cooldown to attack, the player now has two options: In order to make combat more responsive, the timed attack system has changed. Squid, drowned, guardians, dolphins, turtles, and all types of fish - Blue.Zombies, Zombie Villagers Husks, Slimes and Creepers - Green.Endermen, Shulkers, and Endermites - Purple.Skeletons, Strays, Wither Skeletons, Iron Golems, Snow Golems, and Blazes, along with all arthropods except for endermites - Silver.When looking through mobs' perspective as a spectator, you can now see the health meter on most mobs (it is disabled for some, like the Wither, due to their large health pool which would take up too much of the screen). Hearts cannot be set to gold, yellow, cyan, or black, as those colors are already used for the absorption, poison, freezing, and wither effects, respectively.Īdditionally, fire and electric damage now have a reddish-orange and yellow hearts which display briefly when the player takes damage of these types, similar to the freezing damage. Players can now customize the color of the hearts in their GUI.When a shield is hit by an arrow, a spark effect flashes on the shield's front face and the player is knocked back without taking damage.