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  1. Jan 13, 2013 · Using this formula and a list of Mob Healths, you can figure out the maximum height from which each mob can fall while staying alive. Simply subtract 1 from a mob's health and add 3! For example, a Skeleton has 10 hearts (20 health). This means it can take 19 damage without dying.

  2. You dig a 2x1 hole and you make it deep enough to drop your health down to the damage equivalent of what the hostiles have when you fall unarmoured, without jumping. (Build a ladder in one end of the hole so you can get back up.)

  3. If Java and you want them to die, use the formula some one put in the comments to calculate how far they have to drop, then add 3 for good measure. But if you want the do, drop them about 20 blocks and hit their legs.

  4. Jul 20, 2011 · No, it's 43 for half a heart, 44 to kill. What you're missing is that, while their actual health is double that of a player, the three "free" blocks they can fall without taking damage is not doubled. An enderman has 20 hearts, or 40 half-heart "points" of health.

  5. The minimum height required to kill a mob with 20 health is actually 24 blocks, not 23, despite the formula being (health + 3) since fall damage increases by 1 block per block fallen after 3 blocks, which is due to floating point rounding. 23 blocks will leave most mobs with half a heart (as displayed in the player's health bar, which rounds up ...

  6. Feb 14, 2016 · Fall damage is 1 half heart for each block fallen after the third. This applies to all mobs. Thus 20 + 3 + 1 = 24. A creeper has to fall 24 blocks to die. A player takes half a heart of damage when falling for 4 blocks, a heart for 5, and so on. This is not quite true.

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  8. A creeper jumps down to a player if it can survive the fall. Creepers begin the 1.5-second countdown before falling, so an explosion occurs sooner after landing with higher falls. Creepers can climb up ladders , vines , and similar blocks like any other mob, but do not do so intentionally.