Item cooldown
-
I'll try to be as brief as possible.
Item Cooldown isn't working correctly and is very confusing. Let's start from the beginning.-
The processing is incorrect – the entire cooldown you want to set needs to be reduced by ~0.08 (if I calculated everything correctly). Why? I don't know; that's just how Minecraft ticks work. More specifically, when we set, for example, 1 - 1, it doesn't actually hit when the cooldown is at 100%, but rather gives permission to hit (as far as I understand). For example, I set the Item Cooldown to 0.88 (according to Minecraft's cooldown, it's actually 0.96, but I explained above why it needs to be reduced by 0.08). The server counts the hit as 0.99999994 (i.e., slightly less than the full cooldown). We didn't hit at 100% of the cooldown, but we hit at 0.96, but the damage doesn't change. (In fact, it does, but that's how the ticks work.
A full charge is 8 damage.
A charge of 0.99999994 is 7.999999046325684 damage.
This is a netherite sword.)
So, we hit at 0.96 of the charge, but we were counted as 100% damage, and we still saved 25 milliseconds.
I think I explained it terribly
-
Item Cooldown doesn't work with Always Criticals mode.
Why? Because Always always wants to hit at full charge. Although a critical hit is possible starting at 84.8% charge (Well, you can't hit exactly at 84.8%. Why? I don't know, that's how ticks work).
But we can hit, for example, at 92%. And a critical hit is possible because 92 is greater than the 84.8% threshold. But no matter what value we set for Item Cooldown (in Killaura), it will always hit at 100% (or 99.999994%, to be precise). Why would it be simple to always hit at 100% cooldown? Right? Not quite, well, maybe in principle you can hit at 100%, but still, liquid bounces are about flexibility. In any case, hitting before 100% and after 84.8% can save time, which can, for example, increase DPS.
That's about all I wanted to say.
-
-
2.:
What you are looking for is that Cooldown will also overwrite itself based on the situation of e.g. critical hit?
Regarding Always Criticals Mode:
I swear to god I will delete the Always Criticals Mode. There is a Smart Criticals Mode for a reason. -
2.:
What you are looking for is that Cooldown will also overwrite itself based on the situation of e.g. critical hit?
Regarding Always Criticals Mode:
I swear to god I will delete the Always Criticals Mode. There is a Smart Criticals Mode for a reason.@kawaiinekololis
Yes, according to Minecraft mechanics, a critical hit is already possible on the 11th tick, which is around 0.92 cooldown. However, regardless of what value is set in Item Cooldown, the attack still happens only on the 12th tick (around 1.00 cooldown). This happens not only in Always Criticals, but also in Smart Criticals. In both cases the module waits for almost a full cooldown, even though a critical hit is already possible earlier. So as I mentioned before, a critical hit is already possible on the 11th tick, but the system still attacks only on the 12th tick, which wastes a small amount of time.I also attached a video on GitHub showing this behavior in case the message is unclear.
Regarding Always Criticals Mode — as I mentioned above, this issue also affects Smart Criticals. In both cases, critical attacks happen only on the 12th tick. And yes, to some extent I agree that Smart mode is better, because the game is not always perfectly smooth. For example, even a simple knockback can interfere with performing a critical hit, which sometimes causes Always mode to lose DPS compared to Smart. However, as can be seen from the issue description and the examples shown on GitHub, Smart mode also does not work perfectly and sometimes misses critical hits.