Difference between revisions of "Armor"
(added hidden notes) |
m (notes) |
||
Line 17: | Line 17: | ||
If incoming damage doesn't exceed the damage threshold, it's damage type will be converted to Crushing | If incoming damage doesn't exceed the damage threshold, it's damage type will be converted to Crushing | ||
if it was Piercing or Slashing. | if it was Piercing or Slashing. | ||
+ | |||
+ | |||
+ | |||
+ | three full rows of slots leftmost is armor | ||
+ | |||
+ | armor items have damage threshold, which is the max amount of incoming damage it can block. | ||
+ | holding shift while mousing over the item will show detailed armor stats | ||
+ | Armor rating: percentage by damage type of the damage threshold of incoming damage will be blocked | ||
+ | ex: armor with 350 damage threshold and 90% Piercing Armor Rating with 100 incoming damage: all of it is below threshold so 90% is blocked, allowing 10 piercing damage through the armor. | ||
+ | Damage the passes through armor as long as the armor doesn't break is converted into crushing damage. Damage that passes through armor after the threshold retains its damage type | ||
+ | ex: since the armor has 350 damage threshold, and incoming piercing is absorbed at 90%, about 388 incoming damage could be taken before the armor absorbs its threshold. | ||
+ | When armor blocks more than the threshold, it begins to take durability damage (as well as letting that damage pass through) | ||
+ | body part coverage: the armor has a pixel map of coverage on the player's body. when attacked, a random pixel on the body is selected and checked for armor. | ||
+ | protection stats are grouped into: torso (including neck, hips, groin), arms, | ||
+ | torso is much bigger target and more likely to be hit than arms. (is this an indication of ray tracing for selection vs selecting pixel from a flat skin texture?) | ||
+ | in detailed stats, the (total %) shows the sum of all overlapping armor on that body part | ||
+ | The type of attack also affects How likely you are to get hit. An arrow or Javelin has a very small hitbox and so it is better at finding gaps in your armor whereas a mace or sword attack has a larger hitbox is more likely to collide with your armor and be blocked. | ||
--> | --> |
Revision as of 18:42, 9 April 2022
Contents
Obtaining
Clothing and Leather Armor
- Main article: Clothing
Clothing is used to manage Body Temperature, but it does provide very light armor. Leather Armor provides more protection than cloth, but no temperature resistance. Clothing and Leather Armor are crafted by cutting pieces of Cloth or Leather and Sewing them together.
Metal Armor
Metal Sheets and Metal Double Sheets are the base components of metal armor.
Work Double Ingot = Metal Sheet | Weld 2 Metal Sheets = Double Sheet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
Smithing
Making metal armor is done in three steps on an anvil.
- First is to work out the basic shape selecting the plan for that specific armor piece.
- Second is to weld more metal to the basic shape of the armor.
- Finally you work the piece to seal all the seams and make it into a usable armor section.
Unfinished metal armor can be recycled back into molten metal in a Crucible, or in a Forge that has ceramic molds in the side slots.
Greaves |
Boots | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Work Double Sheet = "Unf. Greaves Stage 1" | Work Sheet = "Unf. Boots Stage 1" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Weld "Unf. Greaves Stage 1" + Sheet = "Unf. Greaves Stage 2" | Weld "Unf. Boots Stage 1" + Sheet = "Unf. Boots Stage 2" | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Work "Unf. Greaves Stage 2" = Greaves | Work "Unf. Boots Stage 2" = Boots | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
Usage
The armor system in TerraFirmaCraft is completely different from vanilla Minecraft. When an entity takes damage, a slot is chosen at random for the damage to be dealt to. The feet and head are least likely to be hit, followed by the legs, and finally the chest which is most likely to be hit. If the entity is wearing armor in that slot, the damage dealt will depend on the tier of the armor, and how well it protects against that specific Damage Type. If the entity is not wearing any armor in that slot, they will take the full amount of damage. For example: If a player is wearing only a helmet, and takes a hit to the chest, they will take the same amount of damage as if they weren't wearing a helmet. The feet and head are also especially vulnerable, in that an unprotected hit to the head will do critical damage (75% extra), and an unprotected hit to the feet will result in a slowness debuff. A piece of Armor will take durability damage equal to 1/10th the amount of damage dealt to the player after the protection is applied.
Tiers
Tier 0 | Tier 1 | Tier 2 | ||
---|---|---|---|---|
Leather | Copper | Bismuth Bronze | Black Bronze | Bronze |
![]() |
![]() |
![]() |
![]() |
![]() |
Tier 3 | Tier 4 | Tier 5 | Tier 6 | |
Wrought Iron | Steel | Black Steel | Blue Steel | Red Steel |
![]() |
![]() |
![]() |
![]() |
![]() |
Damage Type Protection
- Main article: Damage Type
The damage type protection on a piece of armor can be viewed by pressing ⇧ Shift and hovering over the item to read the tool-tip. These numbers are used in the calculation for decreasing the amount of damage taken (1,000/(1,000 + Armor Rating)). For example: Copper armor has a piercing rating of 400. 1,000/1,400 is about 70%, so a piercing attack which would normally do 100 damage would only do 70 damage if the area is protected with copper armor.
Tier | Armor | Piercing | Slashing | Crushing |
---|---|---|---|---|
0 | ![]() |
25 | 25 | 25 |
0 | ![]() |
200 | 250 | 250 |
0 | ![]() |
250 | 300 | 300 |
0 | ![]() |
100 | 100 | 75 |
0 | ![]() |
40 | 40 | 14 |
0 | ![]() |
40 | 40 | 15 |
0 | ![]() |
50 | 50 | 25 |
0 | ![]() |
150 | 200 | 200 |
1 | ![]() |
400 | 400 | 250 |
2 | ![]() |
600 | 400 | 330 |
![]() |
400 | 600 | 330 | |
![]() |
500 | 500 | 330 | |
3 | ![]() |
800 | 800 | 528 |
4 | ![]() |
1000 | 1200 | 660 |
5 | ![]() |
2000 | 1800 | 1320 |
6 | ![]() |
2500 | 2000 | 2000 |
![]() |
2000 | 2500 | 2000 |
Note that all armor offers zero resistance to General Damage.
History
Beta | ||
---|---|---|
v2 Build 13 | Added Armor. | |
Build 67 | All armor durability increased. | |
77.0 | Removed the decorative features from the armors. | |
Added armor/damage types. | ||
Armor takes damage at a reduced amount, based upon the damage received. | ||
79.4 | Unfinished metal armor is smeltable back into liquid metal. | |
82.0 | Armor values added to Clothing |
Items | Metals • Ores & Minerals • Ingot • Gold Pan • Tool Molds • Ceramic Molds • Sheet Mold • Armor • Alloys • Charcoal • Coal • Flux • Metal Sheet • Double Ingots • Double Sheets • Unshaped Metal • Blowpipe | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Machines |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
||||||||||||||
Metals |
|
Construction | Barrels • Blueprints • Bricks • Firepit • Plank Blocks • Protection Meter • Quern • Smooth Stone • Straw & Hide Bed • Support Beams • Straw Block • Glassworking • Plaster of Paris • Mud • Teepee • Kiln • Smoke Rack • Roads • Roof • Rope Ladder • Containers |
---|---|
Environment | Altitude • The Player • Wound • Calendar • Cobblestone • Logs • Mobs • Saplings • Seasons • Stone • Seashell • Temperature • Body Temperature • Clothes • Trees • Biome • Regions |
Food | Agriculture • Animal Husbandry • Berries • Fruit Trees • Alcohol • Beekeeping • Fishing • Shellfish |
Materials | Charcoal • Coal • Double Ingots • Double Sheets • Flux • Gems • Gunpowder • Hides • Fur • Wool • Cloth • Ingots • Leather • Lumber • Minerals • Pottery • Redstone/Powders • Sheets • Sticks • Straw • Unshaped Metal |
Metalworking | Alloys • Anvils • Armor • Bellows • Blast Furnace • Bloomery • Tool Molds • Crucible • Forge • Gold Pan • Metals • Ores • Sluice • Mechanisms |
Tools & Weapons | Arrows • Axe • Buckets • Chisel • Firestarter • Flint & Steel • Hammer • Hoe • Javelin • Knife • Mace • Pickaxe • Prospector's Pick • Saw • Shovel • Sword • Sling • Scythe • Shears • Spindle • Trowel • Wooden Staff • Musical Instruments |
Modpacks | Telomerase |