Difference between revisions of "User:Kreicus/Temp"

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== Obtaining ==
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== Slashing ==
  
=== Leather Armor ===
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{| class="wikitable"
 +
!colspan=5| Dealt By
 +
|-
 +
|{{GridImage|Steel Axe}} [[Axe]]s
 +
|{{GridImage|Steel Sword}} [[Sword]]s
 +
|{{GridImage|Bear}} [[Bear]]s
 +
|{{GridImage|Wolf}} [[Wolf|Wolves]]
 +
|{{GridImage|Zombie}} [[Zombie]]s
 +
|}
  
{{main|Leather}}
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*[[Endermen]] and [[Zombie]]s are weak against slashing damage, while [[Skeleton]]s are a strong against it.
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.
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The following armor is geared to protect best against slashing damage:
 
+
{| class="wikitable"
{| cellspacing="10"
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!colspan=6| [[Armor]]
|{{Grid/Knapping
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|A1= Leather Block |B1= Leather Block |C1= Leather Block |D1= Leather Block |E1= Leather Block
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|A2= Leather Block |B2= |C2= |D2= |E2= Leather Block
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|A3= Leather Block |B3= |C3= |D3= |E3= Leather Block
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|A4= |B4= |C4= |D4= |E4=
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|A5= |B5= |C5= |D5= |E5=
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|Output= Leather Helmet
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|}}
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|{{Grid/Knapping
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|A1= Leather Block |B1= |C1= |D1= |E1= Leather Block
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|A2= Leather Block |B2= Leather Block |C2= Leather Block |D2= Leather Block |E2= Leather Block
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|A3= Leather Block |B3= Leather Block |C3= Leather Block |D3= Leather Block |E3= Leather Block
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|A4= Leather Block |B4= Leather Block |C4= Leather Block |D4= Leather Block |E4= Leather Block
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|A5= Leather Block |B5= Leather Block |C5= Leather Block |D5= Leather Block |E5= Leather Block
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|Output= Leather Chest
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|}}
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|-
 
|-
|{{Grid/Knapping
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|{{GridImage|Copper Chestplate}} [[Copper]]
|A1= Leather Block |B1= Leather Block |C1= Leather Block |D1= Leather Block |E1= Leather Block
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|{{GridImage|Black Bronze Chestplate}} [[Black Bronze]]
|A2= Leather Block |B2= Leather Block |C2= Leather Block |D2= Leather Block |E2= Leather Block
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|{{GridImage|Bronze Chestplate}} [[Bronze]]
|A3= Leather Block |B3= Leather Block |C3= |D3= Leather Block |E3= Leather Block
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|{{GridImage|Wrought Iron Chestplate}} [[Wrought Iron]]
|A4= Leather Block |B4= Leather Block |C4= |D4= Leather Block |E4= Leather Block
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|{{GridImage|Steel Chestplate}} [[Steel]]
|A5= Leather Block |B5= Leather Block |C5= |D5= Leather Block |E5= Leather Block
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|{{GridImage|Red Steel Chestplate}} [[Red Steel]]
|Output= Leather Leggings
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|}}
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|{{Grid/Knapping
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|A1= Leather Block |B1= Leather Block |C1= |D1= |E1=
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|A2= Leather Block |B2= Leather Block |C2= |D2= |E2=
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|A3= Leather Block |B3= Leather Block |C3= |D3= |E3=
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|A4= Leather Block |B4= Leather Block |C4= Leather Block |D4= Leather Block |E4=
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|A5= Leather Block |B5= Leather Block |C5= Leather Block |D5= Leather Block |E5= Leather Block
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|Output= Leather Boots
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|}}
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|}
 
|}
  
=== Metal Armor ===
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== Piercing ==
  
[[Metal Sheet]]s and [[Metal Double Sheet]]s are the base components of metal armor.
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{| class="wikitable"
{| cellspacing="10"
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!colspan=5| Dealt By
! Work Double Ingot = Metal Sheet
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|-
! Weld 2 Metal Sheets = Double Sheet
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|{{GridImage|Arrow}} [[Arrows]]
|-align="center"
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|{{GridImage|Steel Javelin}} [[Javelin]]s
|{{Grid/Anvil
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|{{GridImage|Steel Knife}} [[Knife|Knives]]
|A1= Steel Ingot 2x ; |B1= ; Steel Sheet |C1= Steel Sheet
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|{{GridImage|Skeleton}} [[Skeleton]]s
|Tool= Stone Hammer |Flux=
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|{{GridImage|Spider}} [[Spider]]s
}}
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|{{Grid/Anvil
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|A2= Steel Sheet ; |B2= Steel Sheet ;
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|A3= ; Steel Sheet 2x
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|Tool= Stone Hammer |Flux= Flux ;
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}}
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|}
 
|}
  
==== Smithing ====
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*[[Bear]]s, [[Creeper]]s, [[Endermen]] and [[Wolves]] are weak against piercing damage, while [[Skeleton]]s are completely immune to it.
  
Making metal armor is done in three steps on an anvil.
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The following armor is geared to protect best against piercing damage:
*First is to work out the basic shape selecting the plan for that specific armor piece.
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{| class="wikitable"
*Second is to weld more metal to the basic shape of the armor.
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!colspan=6| [[Armor]]
*Finally you work the piece to seal all the seams and make it into a usable armor section.
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|-
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|{{GridImage|Copper Chestplate}} [[Copper]]
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|{{GridImage|Bismuth Bronze Chestplate}} [[Bismuth Bronze]]
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|{{GridImage|Bronze Chestplate}} [[Bronze]]
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|{{GridImage|Wrought Iron Chestplate}} [[Wrought Iron]]
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|{{GridImage|Black Steel Chestplate}} [[Black Steel]]
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|{{GridImage|Blue Steel Chestplate}} [[Blue Steel]]
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|}
  
''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.''
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== Crushing ==
  
{| cellspacing="10"
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{| class="wikitable"
|<h5>Helmet</h5>
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!colspan=2| Dealt By
|<h5>Chestplate</h5>
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|-
 
|-
! Work Sheet = "Unf. Helmet Stage 1"
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|{{GridImage|Steel Hammer}} [[Hammer]]s
! Work Double Sheet = "Unf. Chest. Stage 1"
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|{{GridImage|Steel Mace}} [[Mace]]s
|-
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|{{Grid/Anvil
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|A1= Steel Sheet ; |B1= ; Steel Helmet |C1= Steel Helmet
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|Tool= Stone Hammer
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}}
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|{{Grid/Anvil
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|A1= Steel Sheet 2x ; |B1= ; Steel Chestplate |C1= Steel Chestplate
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|Tool= Stone Hammer
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}}
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|-
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! Weld "Unf. Helmet Stage 1" + Sheet = "Unf. Helmet Stage 2"
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! Weld "Unf. Chest. Stage 1" + Double Sheet = "Unf. Chest. Stage 2"
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|-
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|{{Grid/Anvil
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|A2= Steel Helmet ; |B2= Steel Sheet ;
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|A3= ; Steel Helmet
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|Tool= Stone Hammer |Flux=Flux ;
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}}
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|{{Grid/Anvil
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|A2= Steel Chestplate ; |B2= Steel Sheet 2x ;
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|A3= ; Steel Chestplate
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|Tool= Stone Hammer |Flux=Flux ;
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}}
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|-
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! Work "Unf. Helmet Stage 2" = Helmet
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! Work "Unf. Chest. Stage 2" = Chestplate
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|-
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|{{Grid/Anvil
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|A1= Steel Helmet ; |B1= ; Steel Helmet |C1= Steel Helmet
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|Tool= Stone Hammer
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}}
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|{{Grid/Anvil
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|A1= Steel Chestplate ; |B1= ; Steel Chestplate |C1= Steel Chestplate
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|Tool= Stone Hammer
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}}
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|}
 
|}
  
{| cellspacing="10"
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*[[Endermen]] and [[Skeleton]]s are weak against crushing damage, while [[Creeper]]s and [[Zombie]]s are strong against it.
|<h5>Greaves</h5>
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|<h5>Boots</h5>
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The following armor is geared to protect best against crushing damage:
 +
{| class="wikitable"
 +
! [[Armor]]
 
|-
 
|-
! Work Double Sheet = "Unf. Greaves Stage 1"
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|{{GridImage|Leather Chest}} [[Leather]]¹
! Work Sheet = "Unf. Boots Stage 1"
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|-
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|{{Grid/Anvil
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|A1= Steel Sheet 2x ; |B1= ; Steel Greaves |C1= Steel Greaves
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|Tool= Stone Hammer
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}}
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|{{Grid/Anvil
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|A1= Steel Sheet ; |B1= ; Steel Boots |C1= Steel Boots
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|Tool= Stone Hammer
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}}
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|-
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! Weld "Unf. Greaves Stage 1" + Sheet = "Unf. Greaves Stage 2"
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! Weld "Unf. Boots Stage 1" + Sheet = "Unf. Boots Stage 2"
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|-
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|{{Grid/Anvil
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|A2= Steel Greaves ;  |B2= Steel Sheet ;
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|A3= ; Steel Greaves
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|Tool= Stone Hammer |Flux=Flux ;
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}}
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|{{Grid/Anvil
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|A2= Steel Boots ; |B2= Steel Sheet ;
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|A3= ; Steel Boots
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|Tool= Stone Hammer |Flux=Flux ;
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}}
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|-
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! Work "Unf. Greaves Stage 2" = Greaves
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! Work "Unf. Boots Stage 2" = Boots
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|-
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|{{Grid/Anvil
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|A1= Steel Greaves ; |B1= ; Steel Greaves |C1= Steel Greaves
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|Tool= Stone Hammer
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}}
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|{{Grid/Anvil
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|A1= Steel Boots ; |B1= ; Steel Boots |C1= Steel Boots
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|Tool= Stone Hammer
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}}
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|}
 
|}
 +
¹''Except for [[Copper]], all higher tier armors provide better protection.''
  
== Usage ==
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== Generic ==
  
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.
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Damage that is dealt by players or mobs that are not listed in any of the above categories is considered generic damage. This includes damage dealt by players wielding tools such as pickaxes, shovels, etc. Generic damage is reduced based on the [[armor]]'s average protection to all three damage types.
  
=== Tiers ===
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== Environmental ==
  
{| class="wikitable" border="1"
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Environmental Damage Examples: Fire, Falling, Drowning, Lava, Suffocation, Falling Blocks, Explosion, etc.
|-
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!colspan=1|Tier 0
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!Tier 1
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!colspan=3|Tier 2
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|-
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!Leather
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!Copper
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!Bismuth Bronze
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!Black Bronze
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!Bronze
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|-
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|[[File:Armor (Leather).png|125px]]
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|[[File:Armor (Copper).png|125px]]
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|[[File:Armor (Bismuth Bronze).png|125px]]
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|[[File:Armor (Black Bronze).png|125px]]
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|[[File:Armor (Bronze).png|125px]]<br>
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|-
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!Tier 3
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!Tier 4
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!Tier 5
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!colspan=2|Tier 6
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|-
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!Wrought Iron
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!Steel
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!Black Steel
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!Blue Steel
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!Red Steel
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|-
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|[[File:Armor (Wrought Iron).png|125px]]
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|[[File:Armor (Steel).png|125px]]
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|[[File:Armor (Black Steel).png|125px]]
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|[[File:Armor (Blue Steel).png|125px]]
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|[[File:Armor (Red Steel).png|125px]]
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|}
+
  
=== Damage Type Protection ===
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=== Explosion ===
  
{{main|Damage Type}}
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Explosion damage counts as Generic Type, and is done by [[Creeper]]s and [[Barrel#Powder Keg|Powder Kegs]]. Explosion damage scales with proximity, meaning the closer the player is to the source, the more damage that will be dealt to the player and 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.''
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{| class="wikitable sortable" style="text-align:right"
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! scope="col"| Tier
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! scope="col"| Armor
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! scope="col"| Piercing
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! scope="col"| Slashing
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! scope="col"| Crushing
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|-
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! 0
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|align="left"| {{GridImage|Leather Chest}} Leather
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| 200 || 250 || 300
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|-
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! 1
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|align="left"| {{GridImage|Copper Chestplate}} Copper
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| 400 || 400 || 250
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|-
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!rowspan=3| 2
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|align="left"| {{GridImage|Bismuth Bronze Chestplate}} Bismuth Bronze
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| 600 || 400 || 330
+
|-
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|align="left"| {{GridImage|Black Bronze Chestplate}} Black Bronze
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| 400 || 600 || 330
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|-
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|align="left"| {{GridImage|Bronze Chestplate}} Bronze
+
| 500 || 500 || 330
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|-
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! 3
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|align="left"| {{GridImage|Wrought Iron Chestplate}} Wrought Iron
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| 800 || 800 || 528
+
|-
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! 4
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|align="left"| {{GridImage|Steel Chestplate}} Steel
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| 1000 || 1200 || 660
+
|-
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! 5
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|align="left"| {{GridImage|Black Steel Chestplate}} Black Steel
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| 2000 || 1800 || 1320
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|-
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!rowspan=2| 6
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|align="left"| {{GridImage|Blue Steel Chestplate}} Blue Steel
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| 2500 || 2000 || 2000
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|-
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|align="left"| {{GridImage|Red Steel Chestplate}} Red Steel
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| 2000 || 2500 || 2000
+
|}
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''Note that all armor offers zero resistance to [[Damage Type#General|General Damage]].''
+
  
 
== History ==
 
== History ==
  
 
{{History|b}}
 
{{History|b}}
{{History||v2 Build 13|Added Armor.}}
+
{{History||77.0|New armor/damage types - All armor has defensive properties capable of reducing damage from Blunt, Slashing, or Piercing attacks.|All weapons have been given a corresponding damage type.|Mobs deal specific types of damage.}}
{{History||Build 67|All armor durability increased.}}
+
{{History||78.0|Mobs taking damage is affected by the different damage types.}}
{{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||78.4|Hammers properly deal crushing damage.}}
 +
{{History||79.4|Wolves do slashing damage instead of generic.}}
 
{{History|foot}}
 
{{History|foot}}
  
  
 
{{Blocks}}
 
{{Blocks}}

Revision as of 04:47, 8 October 2014

Slashing

Dealt By
Grid Steel Axe.png Axes Grid Steel Sword.png Swords Grid Bear.png Bears Grid Wolf.png Wolves Grid Zombie.png Zombies

The following armor is geared to protect best against slashing damage:

Armor
Grid Copper Chestplate.png Copper Grid Black Bronze Chestplate.png Black Bronze Grid Bronze Chestplate.png Bronze Grid Wrought Iron Chestplate.png Wrought Iron Grid Steel Chestplate.png Steel Grid Red Steel Chestplate.png Red Steel

Piercing

Dealt By
Grid Arrow.png Arrows Grid Steel Javelin.png Javelins Grid Steel Knife.png Knives Grid Skeleton.png Skeletons Grid Spider.png Spiders

The following armor is geared to protect best against piercing damage:

Armor
Grid Copper Chestplate.png Copper Grid Bismuth Bronze Chestplate.png Bismuth Bronze Grid Bronze Chestplate.png Bronze Grid Wrought Iron Chestplate.png Wrought Iron Grid Black Steel Chestplate.png Black Steel Grid Blue Steel Chestplate.png Blue Steel

Crushing

Dealt By
Grid Steel Hammer.png Hammers Grid Steel Mace.png Maces

The following armor is geared to protect best against crushing damage:

Armor
Grid Leather Tunic.png Leather¹

¹Except for Copper, all higher tier armors provide better protection.

Generic

Damage that is dealt by players or mobs that are not listed in any of the above categories is considered generic damage. This includes damage dealt by players wielding tools such as pickaxes, shovels, etc. Generic damage is reduced based on the armor's average protection to all three damage types.

Environmental

Environmental Damage Examples: Fire, Falling, Drowning, Lava, Suffocation, Falling Blocks, Explosion, etc.

Explosion

Explosion damage counts as Generic Type, and is done by Creepers and Powder Kegs. Explosion damage scales with proximity, meaning the closer the player is to the source, the more damage that will be dealt to the player and armor.

History

Beta
77.0New armor/damage types - All armor has defensive properties capable of reducing damage from Blunt, Slashing, or Piercing attacks.
All weapons have been given a corresponding damage type.
Mobs deal specific types of damage.
78.0Mobs taking damage is affected by the different damage types.
78.4Hammers properly deal crushing damage.
79.4Wolves do slashing damage instead of generic.