Uploaded July 2023 | Updated September 2026, 1 week ago
Just a fun shower thought I had yesterday. I swear I'm not obsessed...
Recently I've been going through a lot of different numbers to find the best places to stand rta to get as close to the dragon/tickle spot as possible, which is necessary to insta-kill it. If you're unfamiliar with the insta-kill, it's a trick involving accelerating an arrow to extreme speeds using an odd quirk of dragon knockback. And since arrows deal damage proportional to their speed, this can be used to kill the dragon instantly. If you want more information on how it works/how I make it work, I'd suggest these:
Original Dragon Knockback Exploration: (youtu.be/DBYgB2sESmM)
Initial TAS Insta-Kill Test: (youtu.be/ON8c6IhE7-E)
Lamer Insta-Kill Test with Misc Info: (youtu.be/OaIesw4T7YE)
RTA tests (youtu.be/czgSR9Z6U3M and youtu.be/MhQ3tQ5Av7I)
Crazy doc in the video( docs.google.com/document/d/11qCI-BhZftr7tA1qvEp3VScY3ki2aVsC52eJy2Psp4Q ).
But! Throughout all that, something that I hadn't considered was simply forcing the dragon get close to me instead. And it turns out that's pretty easy.
The idea is rather simple. By default the dragon tries its best to fly straight towards its target. But it takes so long for it to adjust its velocity/angle that it just ends up looping back and forth a lot, missing the target by like 1m each time. So to get as close as possible, you need to adapt to each of the possible ways it can miss. However, by standing directly on the target and shooting the dragon as it's approaching you, you can adjust its velocity manually, forcing it to correct its path. This takes about 3 shots, and after that it'll pass over its target(and you) almost perfectly. I measured the paths(not points) a few times and they all came within like .005m. Which is pretty good, considering naturally they can vary up to like .1m iirc.
This works because of a few things. Mainly, damage knockback actually halves all of an entity's velocity, and then adds like .4m/t in its opposite direction from you. This means that if you stand directly on the dragon's target(28.0x, -29.0z for front 7/8), every shot you do will not only reduce the dragon's velocity(which means it has less adjusting to do), but also add velocity in exactly the direction you want it to go(just opposite, but that doesn't matter). Note that this doesn't have anything to do with the arrow you shoot or its position/velocity, just where you're standing. So there's no rng there.
I'm not sure if this is particularly helpful yet, but I do think it's neat. It works exactly the same for every seed, dragon height, node, node height, target height, or dragon angle. So it's a reaaally simple setup at least. It also forces the paths to converge much nicer than they ever would naturally, which is cool. The only big issue is that it messes with the exact positions of the dragon, which makes them harder to predict. Normally many different dragon angles/paths bunch together, creating hot-spots along the common paths where a random dragon is more likely to be. You can look at the heatmaps in the crazy doc above to see them better. Now these probably still exist here, although admittedly I've only tested this empirically, but its much harder to predict them since you'll probably shoot the dragon slightly differently each time. It also requires more time to setup, but actually getting into position is so much easier/simpler.
Regardless, maybe if looked into more it could help create more consistent setups, even if it doesn't stay "completely universal" as a trade for better odds. It lets you knockback the dragon without worrying about messing up its path, which could help slow it down and make hits more likely. Or maybe you could position things so the dragon decelerates on its own because of target placement. Who knows!
This whole video is kind of ?? embarrassing but oh well I'm not going to dwell on it. Nothing is real anyway
Just a fun shower thought I had yesterday. I swear I'm not obsessed...
Recently I've been going through a lot of different numbers to find the best places to stand rta to get as close to the dragon/tickle spot as possible, which is necessary to insta-kill it. If you're unfamiliar with the insta-kill, it's a trick involving accelerating an arrow to extreme speeds using an odd quirk of dragon knockback. And since arrows deal damage proportional to their speed, this can be used to kill the dragon instantly. If you want more information on how it works/how I make it work, I'd suggest these:
Original Dragon Knockback Exploration: (youtu.be/DBYgB2sESmM)
Initial TAS Insta-Kill Test: (youtu.be/ON8c6IhE7-E)
Lamer Insta-Kill Test with Misc Info: (youtu.be/OaIesw4T7YE)
RTA tests (youtu.be/czgSR9Z6U3M and youtu.be/MhQ3tQ5Av7I)
Crazy doc in the video( docs.google.com/document/d/11qCI-BhZftr7tA1qvEp3VScY3ki2aVsC52eJy2Psp4Q ).
But! Throughout all that, something that I hadn't considered was simply forcing the dragon get close to me instead. And it turns out that's pretty easy.
The idea is rather simple. By default the dragon tries its best to fly straight towards its target. But it takes so long for it to adjust its velocity/angle that it just ends up looping back and forth a lot, missing the target by like 1m each time. So to get as close as possible, you need to adapt to each of the possible ways it can miss. However, by standing directly on the target and shooting the dragon as it's approaching you, you can adjust its velocity manually, forcing it to correct its path. This takes about 3 shots, and after that it'll pass over its target(and you) almost perfectly. I measured the paths(not points) a few times and they all came within like .005m. Which is pretty good, considering naturally they can vary up to like .1m iirc.
This works because of a few things. Mainly, damage knockback actually halves all of an entity's velocity, and then adds like .4m/t in its opposite direction from you. This means that if you stand directly on the dragon's target(28.0x, -29.0z for front 7/8), every shot you do will not only reduce the dragon's velocity(which means it has less adjusting to do), but also add velocity in exactly the direction you want it to go(just opposite, but that doesn't matter). Note that this doesn't have anything to do with the arrow you shoot or its position/velocity, just where you're standing. So there's no rng there.
I'm not sure if this is particularly helpful yet, but I do think it's neat. It works exactly the same for every seed, dragon height, node, node height, target height, or dragon angle. So it's a reaaally simple setup at least. It also forces the paths to converge much nicer than they ever would naturally, which is cool. The only big issue is that it messes with the exact positions of the dragon, which makes them harder to predict. Normally many different dragon angles/paths bunch together, creating hot-spots along the common paths where a random dragon is more likely to be. You can look at the heatmaps in the crazy doc above to see them better. Now these probably still exist here, although admittedly I've only tested this empirically, but its much harder to predict them since you'll probably shoot the dragon slightly differently each time. It also requires more time to setup, but actually getting into position is so much easier/simpler.
Regardless, maybe if looked into more it could help create more consistent setups, even if it doesn't stay "completely universal" as a trade for better odds. It lets you knockback the dragon without worrying about messing up its path, which could help slow it down and make hits more likely. Or maybe you could position things so the dragon decelerates on its own because of target placement. Who knows!
This whole video is kind of ?? embarrassing but oh well I'm not going to dwell on it. Nothing is real anyway







![Faster 5% Dragon Insta-Kill Setup 1.12 SSG
(if you want setup info skip towards the end :] Most of this is just context for my own selfish indulgence)
Recently I released a video showing off a potential setup for a 1.12 ssg insta-kill(https://youtu.be/VMHl0SOFw_0). And while it was good enough for people to hit it, it left a lot to be desired in terms of consistency and speed. Originally I estimated that ~3.8% of dragons would give you enough velocity based on 5000 random end fights that perched and charged within 30 seconds. I then eyeballed that about 50% of those would bonk on terrain and lose the necessary velocity before you could use it. This left a rough 2% estimate of hitting it, but it was also slightly inaccurate
(fwiw, almost exactly 30% of end fights met the 30 second charge restriction, and almost all were insta-perches. Which makes sense, since the 1.12 dragon is so fast that it can get to the 7/8 node faster than it can register the end crystals(which takes 5 seconds). As a result it only rolls a 1/3 to insta-perch since it doesnt think theres any crystals up, similar to how the first holding path only ever routes to the middle nodes. And factoring in 1/8 & other 1/13s, you get ~30%.)
Anyway, while confirming my physics n stuffs, I noticed that the dragon almost always spawns with a yaw of 229.78471. Im not entirely sure /why/ this is the case or if you can manipulate it, but it seems to come from the fact that it uses world random. Which conveniently gets reset right before dragon spawn if theres end island chunks that need to be generated(smthn smthn end city gen resets world random)(?). Regardless, its pretty epic cuz it makes the dragon paths a bit more predictable than I assumed. And it actually brings my original setup up to a 5% to get the velocity, ignoring bonks.
And! Speaking of bonks, I took the time to simulate the full client/server physics interaction during the insta-kill. This let me get actual numbers on how often/where the player bonks, and all in all it gave an estimated ~3% chance of that original setup hitting(or maybe a bit higher I forget the exact decimal)
But anyway, now for this setup. It again works by using the end terrain/obsidian pillars to strategically slow down different dragons and create hotspots where a tickle spot is more likely to be. So by standing in one spot when the dragon takes off you can set its target to get the right path, and then you can get the best chance of hitting the insta-kill by standing elsewhere in a good hotspot. And using blocks is just the easiest way to align yourself and prevent getting launched by the initial velocity transfer
SETUP INFO!
Pickaxe is kinda required, and you can do the setup up as soon as you want, its just hard to see. You just cant get much closer without sneaking or dealing with fireballs. All that matters tho is that you stand at (54.3, 59, 38.7)(Y important!) when the dragon takes off, and then move to (56.7, ~, 39.7) to shoot. Y isnt important there, but digging down in that corner is prolly best. This gives you a 7.00% chance of getting close to the tickle spot, and to help avoid bonking/snagging your Z server velocity you also want to place an endstone somewhere (47-55, 60, 39). Technically the lower X the better, but X 50 works fine. This gives you an overall 5.56% chance of getting enough velocity and not bonking, out of 100k end fights that perch and charge within 23 seconds of dragon spawn(vs 3.7% without the end stone). Of course this assumes you shoot tick perfectly(as shown in the vid, Keep in mind this timing is a few ticks later than the first setup cuz the dragon slowed), but again you only lose 9% of your velocity each subsequent tick. So better late than early, but it does get increasingly rarer to hit the later you are. This setup also averages 12.3 seconds from perch leave to death dance(12.2-12.55), vs 13.9(13.75-14.35) for the old setup. (oops the original times I had there were jank sorryyyy)
Anyway thats all for now. Hopefully better/faster setups coming soon, but maybe this can tide you over. Id wait until I had something better but this is More Dramatic and Also I Felt Bad. Im also considering looking at 1.9 setups(?) Im hesitant cuz hunger sucks, but on the other hand theres potential for some silly stuff. Its the only version with the bug that directly ties the dragons yaw to its head/neck hitbox heights(they literally use the dragons yaw in degrees to offset the hitbox y in meters). And since the dragon slows down partly based on those hitboxes, it might not slow down in scenarios where a 1.12 dragon would, or vice verse depending on wherever the head ends up. And since the dragon slowing down is what makes different setups good or bad, that could result in some fun stuff. Of course, Id actually have to look into it to find out, but thats like the only version difference anyway
also! these %s includes the backwards dragons, which always fail, and happen 4% of the time Faster 5% Dragon Insta-Kill Setup 1.12 SSG](https://i.ytimg.com/vi/sJOT9dejeno/mqdefault.jpg)


