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Higher CPS Decreases Knockback + Increases Hit Registry
Hello everyone! It's 4am Tenebrous here to do some more minecraft science + myth busting.

Over the years I have heard many myths and rumors surrounding the question of if higher CPS / jitter clicking can actually make you better at the game. The classic claim "you don't need to click fast to be good" will be the initial assertion I will address (as it will most likely be one of the more prominent criticisms in the comments). While the part "you don't need to click fast" will be heavily challenged throughout this piece, I am unsure of how those who make the claim are defining 'good'. To me it's an empty assertion as 'good' has a significantly different meaning to everybody and is thus extremely subjective.

Now that I got that first part out of the way, let's get into the meat of the topic.

When you left click in minecraft (not in an inventory) the client (you) sends an arm animation packet. An arm animation is essentially a swing so that is what I will refer to it as from now on. The time it takes for the server to register an arm animation has been sent corresponds with the tick # latency of the client (I'll touch on this more in depthly later). All you need to know now is that left clicking = swing packets. A swing packet will also send a UseEntity packet if a three block raytrace from the center of player 1s hitbox at eye level (I believe 1.62m) successfully penetrates the outer shell of player 2s hitbox (even if it's a little bit). UseEntity is a strange phrase, so I'll be referring to them as attack packets. So when you swing and hit somebody in minecraft, you send a swing packet and an attack packet. However, that's not all of what occurs. Attack packets immediately multiply your horizontal (aka XZ) velocity by 60%. This is ALL velocity, including your forward momentum AND the knockback you're taking from your opponent hitting you back. This is exactly how straightline locks occur, both players are unable to hit each other out of it because they are both taking almost no knockback.
https://imgur.com/gallery/SpYUz
As you can see by the image (credits to Dewgs), when you attack someone SetSprinting is also set to false - this reduces the knockback you can therefore do on your opponent on sequential hits as well. People may say that "well minecraft hit cooldown is at 500ms so therefore clicking faster is not going to do anything to reduce knockback more" but that is simply untrue because the knockback reduction comes from the attack packet (many of which can be sent during hit cooldown) and not the cooldown itself. Therefore clicking 10 CPS (and landing every hit every tick) will reduce your knockback 60% every time you click them. 1 CPS with 100% accuracy = 60% knockback. 2 CPS with 100% accuracy = 36% knockback. 6 CPS with 100% accuracy = 0.4% knockback… and it goes on and on. Keep in mind this is only with 100% accuracy which is completely impossible to do legit but I hope I've demonstrated a point.

Now onto the second point of this thread, the fact that clicking faster increases hit registeration. Now keep in mind this is partially and not entirely true. There is a general upward trend of CPS values allowing better registeration but it is not entirely linear. To begin I'd like to briefly explain that minecraft is a 20 tick/sec game and the player hitcooldown (resistance to damage from attack packets) is 10 ticks or 500 milliseconds. Now what does this mean for CPS? Well 1 click a second (consistently) will land a damage tick once every two hurttimes or once every 20 ticks - not very good. 5 CPS lands you an attack every 200 ms. Starting off you will land your first hit during the first hitcooldown, but you won't land another until 600 ms in (or already 100 ms into the next hitcooldown). CPS that low can give your opponent opportunities to counter attack as soon as possible giving you the disadvantage in the long term. 10 CPS is a lower end estimate CPS for many of those who jitter click. 10 CPS sends an attack packet once every 100 milliseconds. The first hit will register during the first hit cooldown and the second will register at exactly 0 milliseconds into the second hit cooldown. This grants you continuous hits. Now let's try 13cps, a pretty significant jitter clicking value. 1000ms=1s, 1000/13=77 milliseconds. At 100% accuracy and 13 CPS (following a first hitcooldown registration) the next hit will register (for the next hitcooldown) 39 milliseconds into the next hurttime tick. Significantly longer than 10 CPS. However keep in mind minecraft flushes at 50 millsecond intervals and the difference may not be extremely noticeable in actual pvp.

Well that's pretty much it, phones dead, it's 5 am, and I haven't slept.

Thanks for reading!
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ok
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jax
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U know this goid shit is too long to read,

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How do u figure this stuff out tbh
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the thread name is the tl;dr version
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MINECRAFT SCIENCE
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Thanks man i definitely read that
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Ph.D in minecraft science
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lit
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in short the faster you click the less kb you take.
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Go to fucking college kid
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Interesting
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I like this.
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true thats why i prefer to click 15+ cps rather than aim and rod spam
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RhyperMC wrote

true thats why i prefer to click 15+ cps rather than aim and rod spam


Doesn't matter if you click at 15 cps; a rod with good accuracy will easily beat that.
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minecraft science
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well I click 6cps in build and constantly beat people who jitter
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