I went back to 1.19 and did some damage on easy, normal, and hard difficulties. The Ender Dragon’s Fireball Magic Damage deals 6 damage (3 hearts) on all difficulties (easy, normal, and hard) in 1.19.
As of 1.20 the damage in hard difficulty was increased to 9 points (4.5 hearts). This became worse from taking damage from Ender Dragon Fireball Magic, making Ender Dragon fights more deadly in their hardcore worlds. I think that this was a problem for 1.20 and above. This even happened to me in the latest version 26.1.
I’d like to kind of reduce the damage of the Ender Dragon Fireball Magic from 6 damage (3 hearts) to 3 damage (1.5 hearts) and making sure that it’s consistent on all difficulties like on version 1.19. Bring this back to somewhere in version 27.
Also the Skeleton’s arrow deals up to 8 points of damage (4 hearts) on hard difficulty with a minimum of 6 points (3 hearts). Skeletons on Java are way worse, making the night more difficult to survive. You better be a professional at dodging arrows. If you’re a beginner, you can’t survive without it. But on Bedrock, it consistently deals damage on all difficulties from 1 to 5 points (0.5 to 2.5 hearts). You really need Iron or Diamond Armor to survive Hard difficulty Skeletons without taking significant damage.
1.19
Easy - 3 to 4 damage (1.5 to 2 hearts) fire arrows at normal speed
Normal - 4 to 5 damage (2 to 2.5 hearts) fires arrows at normal speed
Hard - 4 to 5 damage (2 to 2.5 hearts) and fires arrows quickly and accurately shoots arrows at players who are dodging against them
1.20 and above
Easy - 2 to 3 damage (1 to 1.5 hearts) fire arrows at normal speed
Normal - 4 to 5 damage (2 to 2.5 hearts) fires arrows at normal speed
Hard - 6 to 8 damage (3 to 4 hearts) and fires arrows quickly and accurately shoots arrows at players who are dodging against them
This can happen in vanilla worlds and servers as well. The Ender Dragon Fireball Magic cannot hurt you anymore in peaceful mode in 1.20 and above unless the difficulty is at least easy. 1.19 and below still has the damage.
Mob projectile damage wasn’t consistent on all difficulties including Drowned with Tridents, Witch with Magic Potion Damage, Shulker Pellets, Blaze/Ghast Fireballs, and Llama Spits. This only affects players in 1.20 and above, not on 1.19 and below.
Blaze Fireball deals 7 damage (3.5 hearts) on Hard. It must be 5 damage (2.5 hearts) on all difficulties.
Llama Spits damage players 1 to 2 damage (0.5 to 1 hearts) on Hard - must always 1 damage (0.5 hearts) on all difficulties.
Witch Magic Potion deals a damage of 9 points (4.5 hearts) on Hard - armor doesn’t protect you from magic damage should reduce this to 6 points (3 hearts).
Shulker Pellets - 6 damage (3 hearts) on Hard - must be 4 damage (2 hearts) on all difficulties.
Trident thrown from Drowned is worse 12 damage (6 hearts) on Hard - must reduce this to 8 points (4 hearts) for consistency and Tridents thrown from players.
Projectiles from mobs were dealing consistent damage on all modes of difficulties. It should be changed against Java to match Bedrock. Bedrock has consistent projectile damage in the latest version (26.0+). The /damage command was added to 1.20 and removed the consistency of projectiles damaging players by mobs.
We’ve been wanted to make Hardcore easier in modern updates. I couldn’t survive hardcore without a bed. You need 3 wool to craft a bed. I tried finding sheep and there wasn’t too many of them. Kill 3 sheep for 3 wool until night approaches. Once night approaches, hostile mobs spawn such as zombies and skeletons.
We will leave the melee mob damage inconsistent. Mobs deal weak melee damage on Easy, deal standard melee damage on Normal, and deal strong melee damage on Hard. We’re keeping projectile damage consistent and melee damage inconsistent.
The “minecraft:player_explosion” damage type was broken and inconsistent in 1.20 and above and this needs to be corrected. Even when friendly fire is on, explosions weren’t just doing damage on peaceful difficulty. It includes Blocks of TNT and End Crystals. There’s no explosion damage for everything on peaceful unless you set the difficulty to easy and you get weak explosion damage. For stronger explosion damage, set this to hard difficulty. I did a quick test of friendly fire TNT from igniting it with a Flint and Steel. I executed /effect give @s health_boost 999999 19 for 100 health points (50 hearts). To heal myself to full health, I can execute /effect give @s instant_health 1 99.
Here are the results, I took 56 points (28 hearts). Explosion power of 4. 14 points (7 hearts) multiply by the explosion power and you get a result. The End Crystal and Respawn Anchor literally did no damage on peaceful as of 1.19. I did this in 1.20, it’s the same as before. I punched the End Crystal in 1.19 and I just blew up, the attacker didn’t appear in the death message. In 1.20, the death message says that I was blown up by an attacker like TNT.
End Crystals has an explosion power of 6 so it performs a damage of 85 points (42.5 hearts). Easy difficulty is almost 50% of normal mob/explosion damage, Normal difficulty is exactly 100% of normal mob/explosion damage, and Hard difficulty is 150% of normal mob/explosion damage.
As of 1.20 the damage in hard difficulty was increased to 9 points (4.5 hearts). This became worse from taking damage from Ender Dragon Fireball Magic, making Ender Dragon fights more deadly in their hardcore worlds. I think that this was a problem for 1.20 and above. This even happened to me in the latest version 26.1.
I’d like to kind of reduce the damage of the Ender Dragon Fireball Magic from 6 damage (3 hearts) to 3 damage (1.5 hearts) and making sure that it’s consistent on all difficulties like on version 1.19. Bring this back to somewhere in version 27.
Also the Skeleton’s arrow deals up to 8 points of damage (4 hearts) on hard difficulty with a minimum of 6 points (3 hearts). Skeletons on Java are way worse, making the night more difficult to survive. You better be a professional at dodging arrows. If you’re a beginner, you can’t survive without it. But on Bedrock, it consistently deals damage on all difficulties from 1 to 5 points (0.5 to 2.5 hearts). You really need Iron or Diamond Armor to survive Hard difficulty Skeletons without taking significant damage.
1.19
Easy - 3 to 4 damage (1.5 to 2 hearts) fire arrows at normal speed
Normal - 4 to 5 damage (2 to 2.5 hearts) fires arrows at normal speed
Hard - 4 to 5 damage (2 to 2.5 hearts) and fires arrows quickly and accurately shoots arrows at players who are dodging against them
1.20 and above
Easy - 2 to 3 damage (1 to 1.5 hearts) fire arrows at normal speed
Normal - 4 to 5 damage (2 to 2.5 hearts) fires arrows at normal speed
Hard - 6 to 8 damage (3 to 4 hearts) and fires arrows quickly and accurately shoots arrows at players who are dodging against them
This can happen in vanilla worlds and servers as well. The Ender Dragon Fireball Magic cannot hurt you anymore in peaceful mode in 1.20 and above unless the difficulty is at least easy. 1.19 and below still has the damage.
Mob projectile damage wasn’t consistent on all difficulties including Drowned with Tridents, Witch with Magic Potion Damage, Shulker Pellets, Blaze/Ghast Fireballs, and Llama Spits. This only affects players in 1.20 and above, not on 1.19 and below.
Blaze Fireball deals 7 damage (3.5 hearts) on Hard. It must be 5 damage (2.5 hearts) on all difficulties.
Llama Spits damage players 1 to 2 damage (0.5 to 1 hearts) on Hard - must always 1 damage (0.5 hearts) on all difficulties.
Witch Magic Potion deals a damage of 9 points (4.5 hearts) on Hard - armor doesn’t protect you from magic damage should reduce this to 6 points (3 hearts).
Shulker Pellets - 6 damage (3 hearts) on Hard - must be 4 damage (2 hearts) on all difficulties.
Trident thrown from Drowned is worse 12 damage (6 hearts) on Hard - must reduce this to 8 points (4 hearts) for consistency and Tridents thrown from players.
Projectiles from mobs were dealing consistent damage on all modes of difficulties. It should be changed against Java to match Bedrock. Bedrock has consistent projectile damage in the latest version (26.0+). The /damage command was added to 1.20 and removed the consistency of projectiles damaging players by mobs.
We’ve been wanted to make Hardcore easier in modern updates. I couldn’t survive hardcore without a bed. You need 3 wool to craft a bed. I tried finding sheep and there wasn’t too many of them. Kill 3 sheep for 3 wool until night approaches. Once night approaches, hostile mobs spawn such as zombies and skeletons.
We will leave the melee mob damage inconsistent. Mobs deal weak melee damage on Easy, deal standard melee damage on Normal, and deal strong melee damage on Hard. We’re keeping projectile damage consistent and melee damage inconsistent.
The “minecraft:player_explosion” damage type was broken and inconsistent in 1.20 and above and this needs to be corrected. Even when friendly fire is on, explosions weren’t just doing damage on peaceful difficulty. It includes Blocks of TNT and End Crystals. There’s no explosion damage for everything on peaceful unless you set the difficulty to easy and you get weak explosion damage. For stronger explosion damage, set this to hard difficulty. I did a quick test of friendly fire TNT from igniting it with a Flint and Steel. I executed /effect give @s health_boost 999999 19 for 100 health points (50 hearts). To heal myself to full health, I can execute /effect give @s instant_health 1 99.
Here are the results, I took 56 points (28 hearts). Explosion power of 4. 14 points (7 hearts) multiply by the explosion power and you get a result. The End Crystal and Respawn Anchor literally did no damage on peaceful as of 1.19. I did this in 1.20, it’s the same as before. I punched the End Crystal in 1.19 and I just blew up, the attacker didn’t appear in the death message. In 1.20, the death message says that I was blown up by an attacker like TNT.
End Crystals has an explosion power of 6 so it performs a damage of 85 points (42.5 hearts). Easy difficulty is almost 50% of normal mob/explosion damage, Normal difficulty is exactly 100% of normal mob/explosion damage, and Hard difficulty is 150% of normal mob/explosion damage.