Tiers/zh

由于我的世界的物理运算基于tick，因此玩家的运动并不是持续更新的.

因此一些跳跃尽管高度不同，但难度相同. 例如相同跳跃距离的 +0.5 与 +0.75 的跳跃拥有相同的难度，因为玩家在 Y=0.7532 时就已经落地.

难度相同的一段高度范围对应着一阶（Tier）.

按照惯例：


 * 0 阶对应默认高度（+0.0）所在的范围.
 * 正数阶对应正数高度.
 * 负数阶对应负数高度.

在平地上（0 阶），一次跳跃的滞空时间为 12 Tick.

To convert duration to tiers, there is a simple formula:   $$Tier = 12 - Duration$$

Jump Heights per Duration
The following table lists the player's jump height at every tick until -256b.

The reason the height peak is higher in 1.9+ is because the momentum threshold has been lowered to 0.003, and no longer affects jumping.

Some jumps are easier in 1.9+ because their tier has been lowered: those are indicated in "Tier Updates".