Armor: Difference between revisions

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== Usage ==
== 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 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. The amount of durability damage that a piece of armor takes when being hit is dependent on the amount of damage dealt to the player after the protection is applied.


=== Tiers ===
=== Tiers ===
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=== Damage Type Protection ===
=== Damage Type Protection ===


The damage type protection on a piece of armor can be viewed by pressing {{key|Shift}} and hovering over the item to read the tool-tip.
The damage type protection on a piece of armor can be viewed by pressing {{key|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.''
{| class="wikitable sortable" style="text-align:right"
{| class="wikitable sortable" style="text-align:right"
! scope="col"| Tier
! scope="col"| Tier

Revision as of 03:50, 16 May 2014

Obtaining

Leather Armor

Main article: Leather

To begin crafting Leather Armor, right click with a piece of Leather in hand, and a knife in your hotbar. This will open up an interface similar to that of the knapping interface.

Just as in Vanilla, Leather Armor can be dyed different colors by placing it in a crafting grid with some dye.

Leather Block Leather Block Leather Block Leather Block Leather Block title= Leather Helmet
Leather Block title= title= title= Leather Block
Leather Block title= title= title= Leather Block
title= title= title= title= title=
title= title= title= title= title=
Leather Block title= title= title= Leather Block title= Leather Chest
Leather Block Leather Block Leather Block Leather Block Leather Block
Leather Block Leather Block Leather Block Leather Block Leather Block
Leather Block Leather Block Leather Block Leather Block Leather Block
Leather Block Leather Block Leather Block Leather Block Leather Block
Leather Block Leather Block Leather Block Leather Block Leather Block title= Leather Leggings
Leather Block Leather Block Leather Block Leather Block Leather Block
Leather Block Leather Block title= Leather Block Leather Block
Leather Block Leather Block title= Leather Block Leather Block
Leather Block Leather Block title= Leather Block Leather Block
Leather Block Leather Block title= title= title= title= Leather Boots
Leather Block Leather Block title= title= title=
Leather Block Leather Block title= title= title=
Leather Block Leather Block Leather Block Leather Block title=
Leather Block Leather Block Leather Block Leather Block Leather Block

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
Steel Ingot 2x
Steel Sheet
Stone Hammer
Steel Sheet Steel Sheet
Blueprint
Stone Hammer Flux

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.
Helmet
Chestplate
Work Sheet = "Unf. Helmet Stage 1" Work Double Sheet = "Unf. Chest. Stage 1"
Steel Sheet
Steel Helmet
Stone Hammer
Steel Sheet 2x
Steel Chestplate
Stone Hammer
Weld "Unf. Helmet Stage 1" + Sheet = "Unf. Helmet Stage 2" Weld "Unf. Chest. Stage 1" + Double Sheet = "Unf. Chest. Stage 2"
Steel Helmet Steel Sheet
Blueprint
Stone Hammer Flux
Steel Chestplate Steel Sheet 2x
Blueprint
Stone Hammer Flux
Work "Unf. Helmet Stage 2" = Helmet Work "Unf. Chest. Stage 2" = Chestplate
Steel Helmet
Steel Helmet
Stone Hammer
Steel Chestplate
Steel Chestplate
Stone Hammer
Greaves
Boots
Work Double Sheet = "Unf. Greaves Stage 1" Work Sheet = "Unf. Boots Stage 1"
Steel Sheet 2x
Steel Greaves
Stone Hammer
Steel Sheet
Steel Boots
Stone Hammer
Weld "Unf. Greaves Stage 1" + Sheet = "Unf. Greaves Stage 2" Weld "Unf. Boots Stage 1" + Sheet = "Unf. Boots Stage 2"
Steel Greaves Steel Sheet
Blueprint
Stone Hammer Flux
Steel Boots Steel Sheet
Blueprint
Stone Hammer Flux
Work "Unf. Greaves Stage 2" = Greaves Work "Unf. Boots Stage 2" = Boots
Steel Greaves
Steel Greaves
Stone Hammer
Steel Boots
Steel Boots
Stone Hammer

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. The amount of durability damage that a piece of armor takes when being hit is dependent on 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

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 Leather 200 250 300
1 Copper 400 400 250
2 Bismuth Bronze 600 400 330
Black Bronze 400 600 330
Bronze 500 500 330
3 Wrought Iron 800 800 528
4 Steel 1000 1200 660
5 Black Steel 2000 1800 1320
6 Blue Steel 2500 2000 2000
Red Steel 2000 2500 2000

History

Beta
v2 Build 13Added Armor.
Build 67All armor durability increased.
77.0Removed the decorative features from the armors.
Added armor/damage types.
Armor takes damage at a reduced amount, based upon the damage received.