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It does bother me how we treated the calc for the Enderman's current speed.
First of all, the maximum velocity of an arrow in-game is 100 m/s, higher than the 90 m/s we used in the calc.
Though, the distance used seemed a bit wrong as well. To put things into context: An Enderman can react to an arrow at point blank range, as it is JUST about to touch it (As a proof that it doesn't actually touch them, the arrow will still go on its path after the teleportation and will not be stopped). We cannot use pixel scaling due to how models and hitboxes work in-game. So instead we have to use the most likely distance for the reaction.
Currently, we use the "pixel" (which is 1/16th of a meter). However, it seems incorrect to me to use the pixel, as this is merely a visual cue. The usage of a full block (a meter) is even wronger to me, due to the distance being way too high.
I propose two alternatives. The game measures the placement of entities not just using a "block", but coordinates, which are fractions of said block (so a fraction of a meter). Horizontal coordinates have as their most basic unit 0.001 of a block (so 1 centimeter), while vertical coordinates have as their most basic unit 0.00001 of a block. As these measurements are directly linked to the position of entities (such as the Enderman or arrow.), these are probably the best to use. Here is the approximate speed that would result from each measurement if used for this calc. Of course, if we actually change our measurements, a calc would be needed for exact values.
A block = Subsonic.
A pixel = Supersonic+ (What we currently use).
A unit of horizontal coordinate = Massively Hypersonic.
A unit of vertical coordinate = Sub-Relativistic.
I would like people's opinion on what measurement we should use in this context.
(A bit off-topic, but we should update the new value to apply solely for combat speed and reaction speed)
First of all, the maximum velocity of an arrow in-game is 100 m/s, higher than the 90 m/s we used in the calc.
Though, the distance used seemed a bit wrong as well. To put things into context: An Enderman can react to an arrow at point blank range, as it is JUST about to touch it (As a proof that it doesn't actually touch them, the arrow will still go on its path after the teleportation and will not be stopped). We cannot use pixel scaling due to how models and hitboxes work in-game. So instead we have to use the most likely distance for the reaction.
Currently, we use the "pixel" (which is 1/16th of a meter). However, it seems incorrect to me to use the pixel, as this is merely a visual cue. The usage of a full block (a meter) is even wronger to me, due to the distance being way too high.
I propose two alternatives. The game measures the placement of entities not just using a "block", but coordinates, which are fractions of said block (so a fraction of a meter). Horizontal coordinates have as their most basic unit 0.001 of a block (so 1 centimeter), while vertical coordinates have as their most basic unit 0.00001 of a block. As these measurements are directly linked to the position of entities (such as the Enderman or arrow.), these are probably the best to use. Here is the approximate speed that would result from each measurement if used for this calc. Of course, if we actually change our measurements, a calc would be needed for exact values.
A block = Subsonic.
A pixel = Supersonic+ (What we currently use).
A unit of horizontal coordinate = Massively Hypersonic.
A unit of vertical coordinate = Sub-Relativistic.
I would like people's opinion on what measurement we should use in this context.
(A bit off-topic, but we should update the new value to apply solely for combat speed and reaction speed)