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블록과 도구를 고르면 파괴에 걸리는 시간을 초와 게임 틱으로 정확히 알려줍니다. 게임 계산식을 그대로 사용합니다.
Pick a Block
Pick a Tool
The speed bonus for a tool tier only applies when the tool is the correct TYPE for the block (a pickaxe for stone-type blocks, an axe for wood, and so on) — otherwise the calculator treats the swing as a bare-handed one regardless of tier.
Modifiers
Haste level is capped at II from both a beacon and a conduit, but you can still push it higher here to see the trend.
Result
How Block Breaking Time Works
Every tool tier carries a base speed multiplier — Wooden 2, Stone 4, Iron 6, Diamond 8, Netherite 9, and (surprisingly) Gold 12, the fastest of all despite its poor durability. That multiplier only kicks in when the tool is the correct TYPE for the block in front of you; swing a sword at stone and the game quietly treats it as a bare hand, multiplier 1, no matter how expensive the sword was.
Efficiency adds a flat level² + 1 to that speed value, but only once a real tool bonus is already active — Efficiency on the wrong tool (or bare hands) does nothing at all. Haste multiplies whatever speed you have by 1 + 0.2 × level, so Haste II is a 40% boost. Mining Fatigue does the opposite through four hardcoded multipliers rather than a clean formula — 0.3, 0.09, 0.0027, and 0.00081 for levels I through IV — which is why an Elder Guardian’s fatigue effect can make even a diamond pickaxe feel like digging through solid rock with a spoon.
Being underwater without Aqua Affinity divides your speed by 5, and being off the ground — jumping, flying, or swimming — divides it by another 5 on top of that, so an unlucky combination of both can leave you at just 4% of your normal speed.
The single most consequential rule is what happens when your tool cannot actually harvest the block: every block that requires a specific tool has a minimum tier, and falling short of it (or bringing the wrong tool type entirely) doesn’t stop you from breaking the block — it just breaks with zero drops and uses a divisor of 100 instead of 30 in the final formula, roughly 3.33× slower on top of losing whatever tier speed bonus you thought you had. Mining Iron Ore with a wooden pickaxe is the classic example: the pickaxe swings, the ore shatters, and nothing drops.
All of this feeds into one final formula: progress per tick = speed ÷ hardness ÷ divisor. The game accumulates that progress once per tick and breaks the block the instant accumulated progress reaches 1.0, which is why the number of ticks needed is ceil(1 ÷ progress-per-tick) — always rounded UP to a whole tick, never a fraction. If a single tick’s progress is already 1.0 or higher, the block breaks the moment you start swinging, commonly called “instamine.” Every tick is exactly 1/20 of a second, so seconds are just ticks ÷ 20 — and because of that rounding, two setups with very close progress-per-tick values can land on completely different whole-tick times.
Reference · Sanity-Check Table
A handful of real example times with an unenchanted tool and no modifiers, for comparing against the live calculator above.
| Block | Hardness | Tool | Time |
|---|
Covers a curated subset of common blocks (~50–70) with real hardness/tool-requirement data — not the full 1,189-block registry. The formula itself (speed ÷ hardness ÷ divisor, rounded up to whole ticks) is the exact vanilla mechanic, so results for any block are accurate once you know its real hardness value.
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