You will learn the ropes through 3 very simplified sections: Armour / Enchantments / Other. Some of the listed damage reductions are only achievable through item editing. These values are fully functional in vanilla Minecraft, but you will need another program or mod to attain them. I would recommend using Marglyph's TooManyItems mod if you plan on doing this.
1. Armour
This is the easiest of the three sections to understand. There are five different types of armour in Minecraft: leather, gold, chain, iron, and diamond. For each piece of armour that you wear, your character will gain additional armour points. Each represents a 4% reduction in damage received, and each represents an 8% reduction in damage. The maximum possible damage reduction with unenchanted armour is 80%.
Unenchanted armour can only protect you from specific sources of damage though. Enchantments and other effects can be used to expand your range of protection, but they too are limited to certain forms of damage.
Each piece of armour has a certain limit to the damage it can absorb before breaking. This is represented by the durability bar underneath the armour icon. Unlike damage reduction, there is no cap to durability when editing armour values! “Yezzz… Zohan likezzz! I’z wvill put like, 299,792,458 durability on my diamond-hard abs, to match my speed (m/s) in za Israeli man vs. bull race!”
Armour durability values:
The more damage you receive, the more your armour durability gets depleted (special thanks to TheMasterCaver for clairifying this). Below is a chart to illustrate the specifics (1 damage = 0.5 hearts):
The above is based on this equation: damage received ÷ 4 = durability lost (rounded down to nearest whole #)
Section 1 Examples:
Lets say that you are wearing no helmet, a diamond chestplate, gold leggings, and iron boots. The diamond chestplate would give you , the gold leggings would add , and the iron boots would add another . This would give your character a total of . Now, this amount of armour points would decrease certain types of damage by 52% (6.5 armour points X 8%). The durability would be as follows: = 529, = 106, = 196. The durability numbers represent the amount of damage that each piece can take before breaking. [SCENERIO 1] You are exploring a cave when out of nowhere, a skeleton appears and shoots you with an arrow. The arrow would do 2.5 hearts of damage if you had no armour. With your armour on, the arrow does 1 heart of damage (2.5 damage X 48% damage received = 1.2 rounded to 1). After getting hit by zombies 105 more times (5 damage each hit), your gold pants break! That same pesky skeleton comes along and shoots you again, dealing 2.5 hearts of damage. Now you see 1.5 hearts disappear (2.5 damage X 60% damage received = 1.5). [Scenario 2] You are on a PvP server when some bozo who's supposed to be on your team throws a splash potion of harming at you. The potion would do 3 hearts of damage without armour, but haha!, you're wearing , , & ! You look at your health and see 3 hearts vanish! "Oh yeah... armour doesn't protect against instant damage from potions! :("
2. Enchantments
This is where concepts get a little tricky to understand. I have converted the enchantment formulas into a chart so that you do not have to worry about any complicated calculations. First off, each type of armour has an enchantability value associated with it. You do not have to worry about the formulas associated with this unless you plan on using an enchantment table to enchant your armour. Basically, these values determine the odds of getting certain enchantments on your armour.
In order from highest to lowest, here are the odds of getting rare enchantments:
Gold > Leather > Chain > Diamond > Iron
And this is the order of defensive enchantment rarity:
Protection > Feather falling, Fire protection, Projectile protection > Blast protection
Here is a link to a simple enchantment probability calculator I’ve found. If you want to know exactly how this works, then read the spoiler below. But be warned, these calculations can mess with your mind! “Ehhmm, zat wvould be a pazz from me… Gimmi za calc!”
Now I will describe how enchantments work to reduce damage. There are five types of armour enchantments that reduce damage intake: protection, fire protection, projectile protection, blast protection, and feather falling. The types of damage that each enchantment protects against are listed in the black table above.
When a form of damage that is exclusively protected by an enchantment(s) is opposed on the player or mob, no durability is lost. Defensive enchantments each have an assigned “enchantment protection factor” value, which stack with additional enchanted armour pieces. When added together, you get a total that cannot exceed 25. When taking enchantment(s)-exclusive damage, you will get the following percent reductions (which vary on every attack, and stack with other enchantments):
If the damage that you are receiving is protected by both the armour and the enchantment, then the way that they stack is unique. The enchantment damage reduction is a percent of the damage received after the armour reduction: [(% enchantment damage reduction) X (% damage received)] + (% armour damage reduction) = total % damage reduction
Here is another detailed mechanism explanation if you want to understand where I derived the above table from.
A piece of armour losses 1 durability point every time you get hurt..
This is actually not true and explains why armor breaks so fast in PvP matches; the following code calculates the damage that armor gets:
/**
* Damages armor in each slot by the specified amount.
*/
public void damageArmor(float p_70449_1_)
{
p_70449_1_ /= 4.0F;
if (p_70449_1_ < 1.0F)
{
p_70449_1_ = 1.0F;
}
for (int var2 = 0; var2 < this.armorInventory.length; ++var2)
{
if (this.armorInventory[var2] != null && this.armorInventory[var2].getItem() instanceof ItemArmor)
{
this.armorInventory[var2].damageItem((int)p_70449_1_, this.player);
if (this.armorInventory[var2].stackSize == 0)
{
this.armorInventory[var2] = null;
}
}
}
}
"p_70449_1_" is the total incoming damage received; as you can see, the game divides this by four, clamped to a minimum of one; since it then converts this to an integer, which discards any fraction without rounding, 0-7.999.... damage (1-1.999... before the (int) conversion) will result in one durability being lost; 8-11.999... will result in 2; a point-blank creeper explosion on Normal difficulty (49 damage) will result in 12 durability being lost, and so on.
Note that this is mostly relevant for PvP since in Survival most mobs deal less than 8 damage, even on Hard (e.g. zombies deal 2-3-4 damage on Easy-Normal-Hard; skeletons, the mob I get hit the most by, only deal up to 5, and so on).
Another thing to note is that Unbreaking only works 40% of the time on armor, thus Unbreaking III only increases lifetime by 43%, less than just Unbreaking I on tools (100% increase) and a diamond sword without Unbreaking will last much longer, especially considering the above (each hit (8 damage) takes away 2 durability, up to 4 with a critical hit + Sharpness V, even more with Strength).
This is actually not true and explains why armor breaks so fast in PvP matches; the following code calculates the damage that armor gets:
/**
* Damages armor in each slot by the specified amount.
*/
public void damageArmor(float p_70449_1_)
{
p_70449_1_ /= 4.0F;
if (p_70449_1_ < 1.0F)
{
p_70449_1_ = 1.0F;
}
for (int var2 = 0; var2 < this.armorInventory.length; ++var2)
{
if (this.armorInventory[var2] != null && this.armorInventory[var2].getItem() instanceof ItemArmor)
{
this.armorInventory[var2].damageItem((int)p_70449_1_, this.player);
if (this.armorInventory[var2].stackSize == 0)
{
this.armorInventory[var2] = null;
}
}
}
}
"p_70449_1_" is the total incoming damage received; as you can see, the game divides this by four, clamped to a minimum of one; since it then converts this to an integer, which discards any fraction without rounding, 0-7.999.... damage (1-1.999... before the (int) conversion) will result in one durability being lost; 8-11.999... will result in 2; a point-blank creeper explosion on Normal difficulty (49 damage) will result in 12 durability being lost, and so on.
Note that this is mostly relevant for PvP since in Survival most mobs deal less than 8 damage, even on Hard (e.g. zombies deal 2-3-4 damage on Easy-Normal-Hard; skeletons, the mob I get hit the most by, only deal up to 5, and so on).
Another thing to note is that Unbreaking only works 40% of the time on armor, thus Unbreaking III only increases lifetime by 43%, less than just Unbreaking I on tools (100% increase) and a diamond sword without Unbreaking will last much longer, especially considering the above (each hit (8 damage) takes away 2 durability, up to 4 with a critical hit + Sharpness V, even more with Strength).
You are a genius man! Thanks for that! I don't know how to get to the minecraft codes, so much of what I wrote came from various sources that said similar concepts... I tested a couple myself, but durability was not one of those... I will fix that and give you full credit for the information!
You will learn the ropes through 3 very simplified sections: Armour / Enchantments / Other. Some of the listed damage reductions are only achievable through item editing. These values are fully functional in vanilla Minecraft, but you will need another program or mod to attain them. I would recommend using Marglyph's TooManyItems mod if you plan on doing this.
1. Armour
This is the easiest of the three sections to understand. There are five different types of armour in Minecraft: leather, gold, chain, iron, and diamond. For each piece of armour that you wear, your character will gain additional armour points. Each represents a 4% reduction in damage received, and each represents an 8% reduction in damage. The maximum possible damage reduction with unenchanted armour is 80%.
Unenchanted armour can only protect you from specific sources of damage though. Enchantments and other effects can be used to expand your range of protection, but they too are limited to certain forms of damage.
Each piece of armour has a certain limit to the damage it can absorb before breaking. This is represented by the durability bar underneath the armour icon. Unlike damage reduction, there is no cap to durability when editing armour values! “Yezzz… Zohan likezzz! I’z wvill put like, 299,792,458 durability on my diamond-hard abs, to match my speed (m/s) in za Israeli man vs. bull race!”
Armour durability values:
The more damage you receive, the more your armour durability gets depleted (special thanks to TheMasterCaver for clairifying this). Below is a chart to illustrate the specifics (1 damage = 0.5 hearts):
The above is based on this equation: damage received ÷ 4 = durability lost (rounded down to nearest whole #)
Section 1 Examples:
2. Enchantments
This is where concepts get a little tricky to understand. I have converted the enchantment formulas into a chart so that you do not have to worry about any complicated calculations. First off, each type of armour has an enchantability value associated with it. You do not have to worry about the formulas associated with this unless you plan on using an enchantment table to enchant your armour. Basically, these values determine the odds of getting certain enchantments on your armour.
In order from highest to lowest, here are the odds of getting rare enchantments:
Gold > Leather > Chain > Diamond > Iron
And this is the order of defensive enchantment rarity:
Protection > Feather falling, Fire protection, Projectile protection > Blast protection
Here is a link to a simple enchantment probability calculator I’ve found. If you want to know exactly how this works, then read the spoiler below. But be warned, these calculations can mess with your mind! “Ehhmm, zat wvould be a pazz from me… Gimmi za calc!”
For now, you will have to read this.
Now I will describe how enchantments work to reduce damage. There are five types of armour enchantments that reduce damage intake: protection, fire protection, projectile protection, blast protection, and feather falling. The types of damage that each enchantment protects against are listed in the black table above.
When a form of damage that is exclusively protected by an enchantment(s) is opposed on the player or mob, no durability is lost. Defensive enchantments each have an assigned “enchantment protection factor” value, which stack with additional enchanted armour pieces. When added together, you get a total that cannot exceed 25. When taking enchantment(s)-exclusive damage, you will get the following percent reductions (which vary on every attack, and stack with other enchantments):
If the damage that you are receiving is protected by both the armour and the enchantment, then the way that they stack is unique. The enchantment damage reduction is a percent of the damage received after the armour reduction:
[(% enchantment damage reduction) X (% damage received)] + (% armour damage reduction) = total % damage reduction
Here is another detailed mechanism explanation if you want to understand where I derived the above table from.
For now, you will have to read this.
Section 2 examples:
3. Other Effects
Coming soon
This is actually not true and explains why armor breaks so fast in PvP matches; the following code calculates the damage that armor gets:
"p_70449_1_" is the total incoming damage received; as you can see, the game divides this by four, clamped to a minimum of one; since it then converts this to an integer, which discards any fraction without rounding, 0-7.999.... damage (1-1.999... before the (int) conversion) will result in one durability being lost; 8-11.999... will result in 2; a point-blank creeper explosion on Normal difficulty (49 damage) will result in 12 durability being lost, and so on.
Note that this is mostly relevant for PvP since in Survival most mobs deal less than 8 damage, even on Hard (e.g. zombies deal 2-3-4 damage on Easy-Normal-Hard; skeletons, the mob I get hit the most by, only deal up to 5, and so on).
Another thing to note is that Unbreaking only works 40% of the time on armor, thus Unbreaking III only increases lifetime by 43%, less than just Unbreaking I on tools (100% increase) and a diamond sword without Unbreaking will last much longer, especially considering the above (each hit (8 damage) takes away 2 durability, up to 4 with a critical hit + Sharpness V, even more with Strength).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
You are a genius man! Thanks for that! I don't know how to get to the minecraft codes, so much of what I wrote came from various sources that said similar concepts... I tested a couple myself, but durability was not one of those... I will fix that and give you full credit for the information!