The bug
"fatal" damage is a filter used in entity behaviors. It's supposed to detect when the damage dealt is enough to kill the relevant mob. Apparently, this check is done before certain damage reductions, including armor. As a result, it's possible for this filter to pass even if the damage does not kill the mob.
How to reproduce
1. Summon a raid leader:
/summon vindicator ~ ~ ~ minecraft:spawn_as_illager_captain
2. Give it some armor
/replaceitem entity @e[type=vindicator] slot.armor.chest 0 diamond_chestplate
3. Punch it exactly 23 times
→ You got Bad Omen without killing the mob. If you clear the effect and punch it again, you'll get the effect a second time.
- is duplicated by
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MCPE-83483 Illager Captain Issue
- Resolved
-
MCPE-105946 on Damage Sensors test : has Damage and Value : Fatal doesn't work properly
- Resolved
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MCPE-119982 Damage Sensor testing for damage as value fatal is broken
- Resolved
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MCPE-134312 has_damage value: fatal does not work with armor on
- Resolved
- relates to
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MCPE-108988 Entity component: damage_sensor with has_damage/fatal will fire events immediately on damage from blocks
- Reopened
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MCPE-99884 Healing mobs right as they die causes them to come back weirdly
- Resolved
-
MCPE-167651 No knockback or damage immunity when dealing massive damage against someone with a small damage multiplier
- Resolved