I noticed one instance where, after removing a pair of damaged iron boots, my armor points went UP, from 2.5 to 7. Why is this? After a quick stop to the Wiki, I discovered it was because of the formula used to calculate armor points.
It can be found here: http://www.minecraftwiki.net/wiki/Item_Durability#Armor_durability
Simply put, the math here is flawed. It calculates how many armor points you have based on a percentage, which in turn is based on how much durability your armor has as a total, over how much it could have as a total. If all armor types used are of the same variety (a full suit of leather, iron, etc.), everything works as it should. However, if players mix & match their armor (diamond helm + all others iron), the math breaks down. Example: http://www.minecraftwiki.net/wiki/Item_Durability#Mixing_Armor_Materials
I am suggesting altering the formula used to calculate armor points, to be more mathematically accurate.
Specifically;
AP = Armor Points
CD = Current Durability
BD = Base Durability
CP = Current armor Points
In this simple example, this can make the difference between half a point of armor.
However, if armors of different extremes are used, like combining a new set of leather armor with a nearly-destroyed diamond-helm, it could make the difference of six or seven armor points.
I don't know if this could be considered a bug... I don't even know where I would go to post one (though I have found a couple that could be passed along). However, in this case, the issue seems to be well known, and I have posted the solution itself, so if there is any way to get this information to the appropriate source/s [Notch], any help is appreciated.
Have you put in a bunch of variables and tested your math? If so this is a good fix.
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Have you put in a bunch of variables and tested your math? If so this is a good fix.
I have not tested it pedantically; however, everything thus far adds up (pardon the pun).
I also don't know if this is exactly how Notch wants the armor system to work. However, I feel it would be better than what is currently in place.
First good thing I've seen all day. But shouldn't this go in the discussion or bugs area? But yes, let Notch know about this.
I wasn't quite sure where to go with this; didn't see anyplace for bugs (except a thread that looked... well, dead).
I've sent both Notch & Jeb tweets about this. Looks like they're winding down for the day, so I doubt I'll find out if they care about this until tomorrow.
Is there another section around here that is used for dealing with bugs? I have a couple others that need to be remedied.
I wasn't quite sure where to go with this; didn't see anyplace for bugs (except a thread that looked... well, dead).
I've sent both Notch & Jeb tweets about this. Looks like they're winding down for the day, so I doubt I'll find out if they care about this until tomorrow.
Is there another section around here that is used for dealing with bugs? I have a couple others that need to be remedied.
Support or discussion I think, but they really need a bug section :dry.gif:
I noticed one instance where, after removing a pair of damaged iron boots, my armor points went UP, from 2.5 to 7. Why is this? After a quick stop to the Wiki, I discovered it was because of the formula used to calculate armor points.
It can be found here: http://www.minecraftwiki.net/wiki/Item_Durability#Armor_durability
Simply put, the math here is flawed. It calculates how many armor points you have based on a percentage, which in turn is based on how much durability your armor has as a total, over how much it could have as a total. If all armor types used are of the same variety (a full suit of leather, iron, etc.), everything works as it should. However, if players mix & match their armor (diamond helm + all others iron), the math breaks down. Example: http://www.minecraftwiki.net/wiki/Item_Durability#Mixing_Armor_Materials
I am suggesting altering the formula used to calculate armor points, to be more mathematically accurate.
Specifically;
AP = Armor Points
CD = Current Durability
BD = Base Durability
CP = Current armor Points
[[CURRENT FORMULA]]
(4 + 1.5) × (96 + 34) / (192 + 34) = 5.5 × 130 / 226 ≈ 3.16
or (AP+AP)*[(CD+CD)/(BD+BD)] = CP
[[NEW FORMULA]]
([96/192] * 4) + ([34/34] * 1.5) = 2+1.5 = 3.5
or ([CD/BD]*AP)+([CD/BD]*AP) = CP
In this simple example, this can make the difference between half a point of armor.
However, if armors of different extremes are used, like combining a new set of leather armor with a nearly-destroyed diamond-helm, it could make the difference of six or seven armor points.
I don't know if this could be considered a bug... I don't even know where I would go to post one (though I have found a couple that could be passed along). However, in this case, the issue seems to be well known, and I have posted the solution itself, so if there is any way to get this information to the appropriate source/s [Notch], any help is appreciated.
Thank you.
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Retired StaffNice find BTW.
Venit, quessit, induravit.
Bluh, I was trying to avoid making a twitter account. Guess now is as good a time as any.
And thank you.
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I have not tested it pedantically; however, everything thus far adds up (pardon the pun).
I also don't know if this is exactly how Notch wants the armor system to work. However, I feel it would be better than what is currently in place.
I wasn't quite sure where to go with this; didn't see anyplace for bugs (except a thread that looked... well, dead).
I've sent both Notch & Jeb tweets about this. Looks like they're winding down for the day, so I doubt I'll find out if they care about this until tomorrow.
Is there another section around here that is used for dealing with bugs? I have a couple others that need to be remedied.
Support or discussion I think, but they really need a bug section :dry.gif:
I agree.