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Bug
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Resolution: Awaiting Response
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None
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Minecraft 1.13.2
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None
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Unconfirmed
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(Unassigned)
Bows previously worked pretty consistently in terms of damage; a fully charged unenchanted bow would do 9-10 damage, power 1 would add 4.5-5 damage, additional levels of power would add 2.25-2.5 damage (on full charge).
Now, they seem to be slightly weaker on average and have much greater damage variance at full charge. The below are some benchmarks I took (I put 32 creepers in individual, 2 block deep holes on the ground and put a fully charged arrow into each, then punched to get the damage the bow did. For each round, I used creepers with health and maxHealth attributes set to what the highest recorded bow damage is - the damage is on the top row, the frequency is the bottom row):
NO POWER:
11 10 9 8 7 6 Avg
4 8 7 10 2 1 8.97
POWER 1:
15 14 13 12 11 10 9 Avg
4 2 3 9 6 4 4 11.78
POWER 3:
20 19 18 17 16 15 14 13 12 Avg
2 3 7 6 3 2 4 3 2 16.31
POWER 5:
25 24 23 22 21 20 19 18 17 16 15 Avg
2 5 2 6 3 3 0 3 2 2 4 20.34
This is a big deviation from how bow damage worked previously, and there is no note in the changelogs (1.9 through 1.13, since I know that bow damage worked consistently in many 1.8 maps I've played) that would account for such a change, so I assume this is a bug. I have no idea how this would be happening, since using spigot, I measured the velocity of arrows at full charge only having slight variance (2.95 to 3.05).
I also don't think that the damage variance can be accounted for by not fully pulling a bow back, because I held the bow at the full charge position (shaky arm animation) for ~2 seconds before releasing, and when testing a custom enchant through spigot that applied bow damage strictly on arrow velocity, I got results consistent with what bow damage used to offer.