Difference between revisions of "Armor"

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(Damage Type Protection: Added link to Damage Type page and specified that armor does not protect against General Damage.)
(Armor Rating)
 
(34 intermediate revisions by 7 users not shown)
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== Obtaining ==
+
<!--
 +
Sub's notes for 0.88 update
  
=== Leather Armor ===
+
Reworked Armor calculations:
 +
Armor has a Damage Threshold value based on the structural material of the piece (eg copper plate armor).
 +
Damage Thresholds decrease as the armor degrades in durability
 +
Armor also has protection percentage values for the main damage types Crushing, Piercing, and Slashing.
 +
When you are hit with an attack, the incoming damage is compared against the damage threshold for your armor.
 +
The armor will block a percentage of the incoming damage up to its damage threshold.
 +
If the incoming damage exceeds the damage threshold of the armor, your armor will take durability damage.
 +
An example of an attack: your armor has 80% protection against Crushing and a Damage Threshold of 300.
 +
If you are attacked for 200 crushing damage, your armor will absorb 80% of it, which is 160 damage.
 +
The other 40 damage is dealt to you. If the incoming damage was 400, your armor would only absorb 300 of it (the maximum)
 +
And it would suffer a mechanical failure.
 +
If you have additional protection underneath (such as clothing), the reduced damage will be applied to it.
 +
This allows you to significantly reduce incoming damage by layering your armor on top of clothing.
 +
If incoming damage doesn't exceed the damage threshold, it's damage type will be converted to Crushing
 +
if it was Piercing or Slashing.
  
{{main|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.
 
  
{| cellspacing="10"
+
three full rows of slots leftmost is armor
|{{Grid/Knapping
+
 
|A1= Leather Block |B1= Leather Block |C1= Leather Block |D1= Leather Block |E1= Leather Block
+
armor items have damage threshold, which is the max amount of incoming damage it can block.
|A2= Leather Block |B2= |C2= |D2= |E2= Leather Block
+
holding shift while mousing over the item will show detailed armor stats
|A3= Leather Block |B3= |C3= |D3= |E3= Leather Block
+
Armor rating: percentage by damage type of the damage threshold of incoming damage will be blocked
|A4= |B4= |C4= |D4= |E4=
+
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.
|A5= |B5= |C5= |D5= |E5=
+
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
|Output= Leather Helmet
+
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)
|{{Grid/Knapping
+
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.
|A1= Leather Block |B1= |C1= |D1= |E1= Leather Block
+
protection stats are grouped into: torso (including neck, hips, groin), arms,
|A2= Leather Block |B2= Leather Block |C2= Leather Block |D2= Leather Block |E2= Leather Block
+
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?)
|A3= Leather Block |B3= Leather Block |C3= Leather Block |D3= Leather Block |E3= Leather Block
+
in detailed stats, the (total %) shows the sum of all overlapping armor on that body part
|A4= Leather Block |B4= Leather Block |C4= Leather Block |D4= Leather Block |E4= Leather Block
+
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.
|A5= Leather Block |B5= Leather Block |C5= Leather Block |D5= Leather Block |E5= Leather Block
+
 
|Output= Leather Chest
+
-->
|}}
+
 
|-
+
== Usage ==
|{{Grid/Knapping
+
 
|A1= Leather Block |B1= Leather Block |C1= Leather Block |D1= Leather Block |E1= Leather Block
+
The armor system in TFC+ is completely different than vanilla Minecraft.
|A2= Leather Block |B2= Leather Block |C2= Leather Block |D2= Leather Block |E2= Leather Block
+
When a player is hit, a weighted random roll is made to choose a body part (feet, legs, torso, arms, or head) to take the hit.
|A3= Leather Block |B3= Leather Block |C3= |D3= Leather Block |E3= Leather Block
+
Feet and head have lowest chance to be hit and torso has the greatest.
|A4= Leather Block |B4= Leather Block |C4= |D4= Leather Block |E4= Leather Block
+
If the player has no armor on that body part they will take the full amount of damage.
|A5= Leather Block |B5= Leather Block |C5= |D5= Leather Block |E5= Leather Block
+
If the body part has armor (or clothing with armor stats), a face of the selected body part is chosen.
|Output= Leather Leggings
+
The face is chosen based on the angle of attack. Ex: an attack from above is more likely to strike the top face of the body part.
|}}
+
The armor's coverage is checked to see if the attack will connect with armor or bypass it.
|{{Grid/Knapping
+
If the attack lands on the armor, the damage will be reduced according to the armor's stats and then passed to the next layer of clothing/armor (if any) beneath.
|A1= Leather Block |B1= Leather Block |C1= |D1= |E1=  
+
This process is repeated until the damage is either reduced to 0 or it reaches the player.
|A2= Leather Block |B2= Leather Block |C2= |D2= |E2=  
+
 
|A3= Leather Block |B3= Leather Block |C3= |D3= |E3=  
+
The tool tip shows Armor Threshold. Pressing Shift will show detailed stats, including Body Part Coverage (for both the selected item and a sum for all armor on that body part) and Armor Rating for the selected Item.
|A4= Leather Block |B4= Leather Block |C4= Leather Block |D4= Leather Block |E4=  
+
 
|A5= Leather Block |B5= Leather Block |C5= Leather Block |D5= Leather Block |E5= Leather Block
+
===Coverage===
|Output= Leather Boots
+
Armor rarely covers 100% of a player's body, so even if a body part has armor equipped, there's a chance that a hit might not connect with the armor on that body part.
|}}
+
An overall percentage of coverage is shown to the player in the tool tip, but Body Part Coverage is modeled more extensively behind the scenes.
|}
+
Each armor is given a coverage map for the player's body parts and each weapon or mob is given a unique Damage Shape.
 +
When coverage is checked, a random pixel on the face of the player's body part is selected and the Damage Shape is centered on that pixel.
 +
The Damage Shape is compared with the coverage map to see if it collides with the armor coverage. If it completely avoids the covered area, the attack is treated as if the body part were unarmored. Weapons with smaller Damage Shapes (ex: Arrows, Javelins) are more likely to find gaps in coverage while larger Damage Shapes (ex: Mace, Sword) are more likely to collide with the armor.
 +
If the hit collides with the armor, the damage is blocked according to the armor's stats.
 +
Partial collisions are possible (ex: half the Damage Shape collides with your armor) and will result in the armor blocking at a reduced Armor Threshold.
 +
Hits on the edge of a body part may wrap around to another side. Ex: a hit that strikes the edge of a player's face may check for armor coverage on the side of his head as well.
 +
 
 +
===Armor Rating===
 +
Armor does not block 100% of damage (unless the incoming amount is small enough to round to 0). Instead, a percentage of incoming damage will be blocked depending on the Damage Type (Crushing, Piercing, and Slashing). The percentages are based on the material the armor is made of and are not affected by the durability of the armor.
 +
 
 +
===Damage Threshold===
 +
This is the maximum amount of incoming damage a piece of armor can block from a hit.
 +
If the Armor Threshold is not reached, the armor will block (Armor Rating)% of incoming damage, then convert the unblocked damage into Crushing and pass it to the next layer, and will lose no durability.
 +
If the Armor Threshold is reached, all remaining damage passes to the next layer unchanged and the armor loses durability.
 +
Armor Threshold is reduced as durability decreases, so low durability armor will offer less protection.
 +
 
 +
<!-- examples:
 +
An example of an attack: your armor has 80% protection against Crushing and a Damage Threshold of 300.
 +
If you are attacked for 200 crushing damage, your armor will absorb 80% of it, which is 160 damage.
 +
The other 40 damage is dealt to you. If the incoming damage was 400, your armor would only absorb 300 of it (the maximum)
 +
 
 +
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 Shape ===
 +
Each attack has a shape to it, represented as a pattern on a 8x8 pixel grid. The shape of an attack greatly effects its interaction with armor. A small, focused Damage Shape is more likely to either completely miss or completely collide with the player's armor. A wide attack is more likely to have the armor's coverage partially collide with the Damage Shape, which will still block the attack, but at a reduced Damage Threshold depending on the degree of collision.
 +
 
 +
== Obtaining ==
 +
 
 +
=== Clothing and Leather Armor ===
 +
{{Main|Clothing}}
 +
[[Clothing]] is used primarily to manage [[Body Temperature]], but it does provide light armor. Leather gives a small amount of cold resistance but has more protection than most other clothing. Clothing and Leather Armor are crafted by cutting pieces of [[Cloth]] or [[Leather]] and [[Clothing Production#Sewing|sewing]] them together.
  
 
=== Metal Armor ===
 
=== Metal Armor ===
  
[[Metal Sheet]]s and [[Metal Double Sheet]]s are the base components of metal armor.
+
[[Metal Sheet]]s and [[Metal Double Sheet]]s are the base components of metal armor, which is smithed at an [[Anvil]].
 
{| cellspacing="10"
 
{| cellspacing="10"
 
! Work Double Ingot = Metal Sheet
 
! Work Double Ingot = Metal Sheet
Line 68: Line 110:
 
*Second is to weld more metal to the basic shape of the armor.  
 
*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.
 
*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.''
  
 
{| cellspacing="10"
 
{| cellspacing="10"
Line 155: Line 199:
 
|}
 
|}
  
== 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 ===
  
=== Tiers ===
+
{{Outdated|Armor Tiers are not relevant for damage calculations in current version.}}
  
 
{| class="wikitable" border="1"
 
{| class="wikitable" border="1"
Line 197: Line 240:
 
|}
 
|}
  
=== [[Damage Type]] Protection ===
+
=== Damage Type Protection ===
  
 +
{{Outdated|The data below may not be accurate in the current version.}}
 +
 +
{{main|Damage Type}}
 
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.''
 
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"
Line 206: Line 252:
 
! scope="col"| Slashing
 
! scope="col"| Slashing
 
! scope="col"| Crushing
 
! scope="col"| Crushing
 +
|-
 +
! 0
 +
|align="left"| {{GridImage|Grass Shirt}} Straw
 +
| 25|| 25|| 25
 +
|-
 +
! 0
 +
|align="left"| {{GridImage|Coat Wolf}} Wolf Fur
 +
| 200 || 250 || 250
 +
|-
 +
! 0
 +
|align="left"| {{GridImage|Coat Bear}} Bear Fur
 +
| 250 || 300|| 300
 +
|-
 +
! 0
 +
|align="left"| {{GridImage|Silk Coat}} Silk
 +
| 100|| 100|| 75
 +
|-
 +
! 0
 +
|align="left"| {{GridImage|Cotton Coat}} Cotton
 +
| 40 || 40 || 14
 +
|-
 +
! 0
 +
|align="left"| {{GridImage|Linen Coat}} Linen
 +
| 40 || 40 || 15
 +
|-
 +
! 0
 +
|align="left"| {{GridImage|Wool Coat}} Wool
 +
| 50|| 50 || 25
 
|-
 
|-
 
! 0
 
! 0
 
|align="left"| {{GridImage|Leather Chest}} Leather
 
|align="left"| {{GridImage|Leather Chest}} Leather
| 200 || 250 || 300
+
| 150 || 200 || 200
 
|-
 
|-
 
! 1
 
! 1
Line 244: Line 318:
 
| 2000 || 2500 || 2000
 
| 2000 || 2500 || 2000
 
|}
 
|}
Note that all armor offers zero resistance to [[Damage Type#General|General Damage]]
+
''Note that all armor offers zero resistance to [[Damage Type#General|General Damage]].''
  
 
== History ==
 
== History ==
Line 252: Line 326:
 
{{History||Build 67|All armor durability increased.}}
 
{{History||Build 67|All armor durability increased.}}
 
{{History||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.}}
 
{{History||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.}}
 +
{{History||79.4|Unfinished metal armor is smeltable back into liquid metal.}}
 +
{{History||82.0|Armor values added to [[Clothing]]}}
 
{{History|foot}}
 
{{History|foot}}
  
 
+
{{NavboxMetalworking}}
 
{{Blocks}}
 
{{Blocks}}

Latest revision as of 08:28, 7 May 2022


Usage

The armor system in TFC+ is completely different than vanilla Minecraft. When a player is hit, a weighted random roll is made to choose a body part (feet, legs, torso, arms, or head) to take the hit. Feet and head have lowest chance to be hit and torso has the greatest. If the player has no armor on that body part they will take the full amount of damage. If the body part has armor (or clothing with armor stats), a face of the selected body part is chosen. The face is chosen based on the angle of attack. Ex: an attack from above is more likely to strike the top face of the body part. The armor's coverage is checked to see if the attack will connect with armor or bypass it. If the attack lands on the armor, the damage will be reduced according to the armor's stats and then passed to the next layer of clothing/armor (if any) beneath. This process is repeated until the damage is either reduced to 0 or it reaches the player.

The tool tip shows Armor Threshold. Pressing Shift will show detailed stats, including Body Part Coverage (for both the selected item and a sum for all armor on that body part) and Armor Rating for the selected Item.

Coverage

Armor rarely covers 100% of a player's body, so even if a body part has armor equipped, there's a chance that a hit might not connect with the armor on that body part. An overall percentage of coverage is shown to the player in the tool tip, but Body Part Coverage is modeled more extensively behind the scenes. Each armor is given a coverage map for the player's body parts and each weapon or mob is given a unique Damage Shape. When coverage is checked, a random pixel on the face of the player's body part is selected and the Damage Shape is centered on that pixel. The Damage Shape is compared with the coverage map to see if it collides with the armor coverage. If it completely avoids the covered area, the attack is treated as if the body part were unarmored. Weapons with smaller Damage Shapes (ex: Arrows, Javelins) are more likely to find gaps in coverage while larger Damage Shapes (ex: Mace, Sword) are more likely to collide with the armor. If the hit collides with the armor, the damage is blocked according to the armor's stats. Partial collisions are possible (ex: half the Damage Shape collides with your armor) and will result in the armor blocking at a reduced Armor Threshold. Hits on the edge of a body part may wrap around to another side. Ex: a hit that strikes the edge of a player's face may check for armor coverage on the side of his head as well.

Armor Rating

Armor does not block 100% of damage (unless the incoming amount is small enough to round to 0). Instead, a percentage of incoming damage will be blocked depending on the Damage Type (Crushing, Piercing, and Slashing). The percentages are based on the material the armor is made of and are not affected by the durability of the armor.

Damage Threshold

This is the maximum amount of incoming damage a piece of armor can block from a hit. If the Armor Threshold is not reached, the armor will block (Armor Rating)% of incoming damage, then convert the unblocked damage into Crushing and pass it to the next layer, and will lose no durability. If the Armor Threshold is reached, all remaining damage passes to the next layer unchanged and the armor loses durability. Armor Threshold is reduced as durability decreases, so low durability armor will offer less protection.

Damage Shape

Each attack has a shape to it, represented as a pattern on a 8x8 pixel grid. The shape of an attack greatly effects its interaction with armor. A small, focused Damage Shape is more likely to either completely miss or completely collide with the player's armor. A wide attack is more likely to have the armor's coverage partially collide with the Damage Shape, which will still block the attack, but at a reduced Damage Threshold depending on the degree of collision.

Obtaining

Clothing and Leather Armor

Main article: Clothing

Clothing is used primarily to manage Body Temperature, but it does provide light armor. Leather gives a small amount of cold resistance but has more protection than most other clothing. 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, which is smithed at an Anvil.

Work Double Ingot = Metal Sheet Weld 2 Metal Sheets = Double Sheet
Grid Anvil Rules Blank.png
Steel Ingot 2x
AnvilButton.png
Steel Sheet
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Grid Anvil Rules Blank.png
Steel Sheet Steel Sheet
AnvilButton.png
Blueprint
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png 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.

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.

Helmet
Chestplate
Work Sheet = "Unf. Helmet Stage 1" Work Double Sheet = "Unf. Chest. Stage 1"
Grid Anvil Rules Blank.png
Steel Sheet
AnvilButton.png
Steel Helmet
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Grid Anvil Rules Blank.png
Steel Sheet 2x
AnvilButton.png
Steel Chestplate
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Weld "Unf. Helmet Stage 1" + Sheet = "Unf. Helmet Stage 2" Weld "Unf. Chest. Stage 1" + Double Sheet = "Unf. Chest. Stage 2"
Grid Anvil Rules Blank.png
Steel Helmet Steel Sheet
AnvilButton.png
Blueprint
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png Flux
Grid Anvil Rules Blank.png
Steel Chestplate Steel Sheet 2x
AnvilButton.png
Blueprint
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png Flux
Work "Unf. Helmet Stage 2" = Helmet Work "Unf. Chest. Stage 2" = Chestplate
Grid Anvil Rules Blank.png
Steel Helmet
AnvilButton.png
Steel Helmet
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Grid Anvil Rules Blank.png
Steel Chestplate
AnvilButton.png
Steel Chestplate
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Greaves
Boots
Work Double Sheet = "Unf. Greaves Stage 1" Work Sheet = "Unf. Boots Stage 1"
Grid Anvil Rules Blank.png
Steel Sheet 2x
AnvilButton.png
Steel Greaves
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Grid Anvil Rules Blank.png
Steel Sheet
AnvilButton.png
Steel Boots
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Weld "Unf. Greaves Stage 1" + Sheet = "Unf. Greaves Stage 2" Weld "Unf. Boots Stage 1" + Sheet = "Unf. Boots Stage 2"
Grid Anvil Rules Blank.png
Steel Greaves Steel Sheet
AnvilButton.png
Blueprint
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png Flux
Grid Anvil Rules Blank.png
Steel Boots Steel Sheet
AnvilButton.png
Blueprint
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png Flux
Work "Unf. Greaves Stage 2" = Greaves Work "Unf. Boots Stage 2" = Boots
Grid Anvil Rules Blank.png
Steel Greaves
AnvilButton.png
Steel Greaves
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png
Grid Anvil Rules Blank.png
Steel Boots
AnvilButton.png
Steel Boots
Grid Anvil Weld.png Grid Anvil Red Rules.png Grid Anvil Green Rules.png
Stone Hammer Grid layout None i (verylong).png


Tiers

This page needs to be updated for the newest version of TFC+.
Armor Tiers are not relevant for damage calculations in current version.
Tier 0 Tier 1 Tier 2
Leather Copper Bismuth Bronze Black Bronze Bronze
Armor (Leather).png Armor (Copper).png Armor (Bismuth Bronze).png Armor (Black Bronze).png Armor (Bronze).png
Tier 3 Tier 4 Tier 5 Tier 6
Wrought Iron Steel Black Steel Blue Steel Red Steel
Armor (Wrought Iron).png Armor (Steel).png Armor (Black Steel).png Armor (Blue Steel).png Armor (Red Steel).png

Damage Type Protection

This page needs to be updated for the newest version of TFC+.
The data below may not be accurate in the current version.
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 Grid Grass Shirt.png Straw 25 25 25
0 Grid Coat Wolf.png Wolf Fur 200 250 250
0 Grid Coat Bear.png Bear Fur 250 300 300
0 Grid Silk Coat.png Silk 100 100 75
0 Grid Cotton Coat.png Cotton 40 40 14
0 Grid Linen Coat.png Linen 40 40 15
0 Grid Wool Coat.png Wool 50 50 25
0 Grid Leather Tunic.png Leather 150 200 200
1 Grid Copper Chestplate.png Copper 400 400 250
2 Grid Bismuth Bronze Chestplate.png Bismuth Bronze 600 400 330
Grid Black Bronze Chestplate.png Black Bronze 400 600 330
Grid Bronze Chestplate.png Bronze 500 500 330
3 Grid Wrought Iron Chestplate.png Wrought Iron 800 800 528
4 Grid Steel Chestplate.png Steel 1000 1200 660
5 Grid Black Steel Chestplate.png Black Steel 2000 1800 1320
6 Grid Blue Steel Chestplate.png Blue Steel 2500 2000 2000
Grid Red Steel Chestplate.png Red Steel 2000 2500 2000

Note that all armor offers zero resistance to General Damage.

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.
79.4Unfinished metal armor is smeltable back into liquid metal.
82.0Armor values added to Clothing