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Game2f - Warcraft II custom map download great www. When displaying the HUD , fractional values are rounded up to the next integer. Players can deal damage by hitting most entities with targets at close melee range. The values below show the base damage dealt per hit using various weapons. Java Edition : Damage calculation starts with the weapon's base damage, then adds damage from effects, then multiplies by 1.
When the player attacks too quickly, it reduces the strength of the attacks. The base damage done as a fraction of the full possible damage depends on the time between attacks, which is also reflected in the height of the held weapon on screen and the attack indicator bar configurable in the options menu :.
The damage multiplier is then 0. Damage done by enchantments Sharpness , Smite , and Bane of Arthropods is also reduced, but not as severely the multiplier is not squared :. A critical hit is an attack that deals extra damage compared to a regular attack.
Critical melee strikes, regardless of the weapon used, cause small star particles to fly out of the target who was critically hit. Critical hits affect all damageable entities including players , mobs , paintings , boats , minecarts , and armor stands.
In melee combat, a critical hit occurs when a player attacks a mob while falling , including while coming down from a jump, but not while jumping up. For instance, if the player attacks a mob by repeatedly hitting the attack button, some attacks land during the mob's immunity period and do not deal damage. Melee weapons do not lose durability after unsuccessful attacks.
If an entity is in the immunity period and then receives higher damage before accounting for armor, enchantments, or status effects , the difference between the original and new damage amounts is dealt. This does not reset the immunity period. The damage mobs deal to players is affected by the difficulty of the game. The below values represent the amount of damage taken per hit. If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion.
When receiving damage from players, mobs, most projectiles, or explosions, players and mobs are also knocked back. The resulting disorientation and loss of control should not be underestimated, as it is possible to be knocked back over a cliff or into lava, both of which are potentially fatal. A sprinting attack causes extra knockback.
A thrown egg or snowball also causes knockback, despite not damaging most mobs. Entities riding another entity never receive any knockback when attacked. Iron golems , shulkers , and the ender dragon also don't receive knockback, and certain other mobs have varying levels of knockback resistance. In Bedrock Edition , each individual piece instead has Lightning striking on or near the player inflicts 5 damage, which can be reduced with armor.
Natural lightning strikes on the player are rare and occur only during thunderstorms. Players and mobs that get hit by lightning are set on fire , which is quickly extinguished by the rain during a thunderstorm.
Most mobs receive damage when falling from excessive heights. Armor itself does not reduce fall damage, however the enchantments Feather Falling and Protection , and the status effects Slow Falling and Resistance do. The Player is immune to fall damage only if the fallDamage gamerule is set to false. For mobs that are subject to fall damage, the fall damage is calculated based on distance fallen rather than on velocity when hitting the ground.
The distance is accumulated based on a change in position each tick and rising does not reduce the accumulator, thus an entity bouncing in mid-air on the end of a lead accumulates fatal amounts of fall distance despite never being more than a few blocks above the ground. Fall damage is 1 for each block of fall distance after the third. Thus, falling 4 blocks causes 1 damage, 2 damage for 5 blocks, and so forth:. For certain heights, including block falls, this discrepancy is enough to avoid an entire 1 of damage.
Therefore, without Feather Falling or relevant status effects , or immunity to fall damage, the minimum guaranteed lethal fall height for any mob is:. A falling anvil deals 2 per block fallen after the first e. When a player or mob deals melee or projectile damage to a player or mob that is wearing Thorns -enchanted armor , part of the damage is reflected back at the attacker.
The amount varies with the enchantment level. Suffocation occurs when a player or mob's eyeline is inside of certain blocks, receiving 1 damage every half-second. Blocks that are transparent or do not fill an entire block do not cause damage. This includes amethyst clusters , anvils , bamboo , banners , beds , bells , brewing stands , cakes , cauldrons , chains , chests , chorus flowers , chorus plants , cocoa beans , comparators , composters , daylight detectors , dragon eggs , enchanting tables , end portal frames , ender chests , fences , fence gates , flower pots , glass , grindstones , heads , honey blocks , hoppers , iron bars , leaves , lecterns , lightning rods , extended piston heads, repeaters , sapling s, slabs that are not double, stairs , stonecutters , trapdoors , and walls.
Despite being fully to partially transparent, barrier blocks , beacons , ice blocks , slime blocks , and spawner blocks CAN cause suffocation. Dirt path blocks and farmland can also cause suffocation, regardless of them not being full blocks. The player's screen displays a darkened form of the block in which the player is suffocating. When the player is in third person , the view automatically switches to the first-person view. In Java Edition , players and mobs take damage if too many entities are packed into the same block space.
Specifically, the maxEntityCramming gamerule defines the maximum number, above which a player or mob takes 6 suffocation damage every half-second, as long as that player or mob is pushing greater than that number of other entities. The default max number of entities in one block space is Pushable entities include players, mobs, boats, and minecarts.
If the entities exist within the area of effect of a ladder or a vine , entity collision is not calculated, and the number of entities in that block space can exceed the amount defined by maxEntityCramming. Spiders and cave spiders are still counted, however. A player who runs out of air underwater begins drowning, taking approximately 2 damage per second. Damage is taken when the air supply value reaches Usually, the air supply value decreases each tick.
It resets to 0 after damaging. Most popular. Tags ambience ambient animal audio loop background bell bird birds calm cartoon cinematic creepy dreamy electronic farm forest free for commercial use fun funny game happy horror intro logo loop loopable loud meditative mp3 music nature noise piano positive relax relaxing ring Scary seamless looping sfx soft transition village water wav.
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