Talk:Armor

Egg damage reduced by armor?
Eggs are both listed under things that damage armor and things that don't damage armor. Can someone check which is true? --82.135.92.89 19:28, 18 April 2015 (UTC)

Eggs do no damage to either the player, nor the armor while on a singleplayer world. I then logged onto a multiplayer world and spawned in 4 golden chestplates. One of the chestplates was ordinary and unenchanted, another was enchanted with unbreaking III, another one has thorns III, and the final one has thorns CXXVII (127). Each of the chestplates took 1 durability per hit. Now, as you may know thorns usually makes armor take extra damage when hit, and unbreaking usually makes it take less damage when hit. I then decided to try the same with a fishing rod, same thing.--PixelGMS (talk) 13:15, 27 July 2015 (UTC)

Once the first snapshot for 1.9 came out I decided I'd do some testing with the arrows, and all arrows, or atleast the 4 I tested, do damage to your armor. I tested the Instant health arrow, the Instant damage arrow, the Spectral arrow, and the Fire resistance arrow. The Insant damage arrow did extra durability damage to the armor.--PixelGMS (talk) 16:11, 29 July 2015 (UTC)

Chain Mail
Hi ‎TySkyo, about fire and chain mail: on this wiki we're covering only the latest version in the main body of the article, and any historical detail is covered in the History section. (See MCW:UPTODATE)

In the current version, there is no crafting recipe and there is no fire item fire that you can get in your inventory. You can go back and check too, fire was removed in a snapshot for 1.8. No way to hack it in anymore, no way to use commands, anything: the game has a list of things that it allows in item slots (or drops or whatever), and fire isn't on that list anymore. – Sealbudsman (Aaron) T/C 17:04, 13 August 2015 (UTC)

15w44a or 43a
Hi, I'm pretty sure the nether fortress changes and stronghold library changes happened along with the introduction of the loot table files in 14w43a, not the major rebalance in 44a, is that right? – Sealbudsman talk/contr 19:03, 30 October 2015 (UTC)
 * Hmm. Yeah, you're right, those two changes were 15w43a. Anomie x (talk) 21:10, 30 October 2015 (UTC)

Substantial rewrite for 1.9
This page may need a substantial rewrite for 1.9, beyond the simple removal of tags and such. I'll leave this to qualified hands. – Sealbudsman talk/contr 16:25, 29 February 2016 (UTC)


 * From the looks of it, most of the upcoming information is already there, it is just the old information which may or may not need to be removed.
 * If no one updates it with a few hours, you should be able to mark it with needs update, then at least readers know it is a bit outdated. – KnightMiner  t/c 16:45, 29 February 2016 (UTC)

Leather Tunic Protection IV VS. Diamond Chestplate
So I found a question on Minecraft Noob Test and it seem to be wrong. What is better? 1.Lether Tunic Protection IV 2.Diamond Chestplate 3.??? 4.??? --Nutchapol (talk) 17:06, 1 April 2016 (UTC)


 * So, what does the Noob Test say, what is actually better in the game, and what does this page lead a person to think? – Sealbudsman talk/contr 17:22, 1 April 2016 (UTC)

~

Damage reduction enchants
How is damage reduced? Is raw damage first reduced by enchants, or first reduced by armor ? In other words: total damage = [(damage*(1-CappedEPF/25))]*(1-max(defensePoints/5;defensePoints-[damage*(1-cappedEPF/25)]/(2+toughness/4)))25) - enchant reduction before armor reduction OR total damage = [damage*(1-max(defensePoints/5;defensePoints-damage/(2+toughness/4))/25)]*(1-CappedEPF/25) - armor reduction before enchant reduction --141.0.12.128 20:00, 30 April 2016 (UTC)


 * This is not true.


 * damage = damage * ( 1 - max( defensePoints / 5, defensePoints - damage / (2 + (toughness / 4) ) ) / 25 )
 * damage = 100 * ( 1 - max( 55 / 5, 55 - 100 / (2 + (8 / 4) ) ) / 25 )
 * damage = 100 * ( 1 - max( 55 / 5, 55 - 100 / (2 + (2) ) ) / 25 )
 * damage = 100 * ( 1 - max( 55 / 5, 55 - 100 / (4) ) / 25 )
 * damage = 100 * ( 1 - max( 55 / 5, 55 - 25 ) / 25 )
 * damage = 100 * ( 1 - max( 11, 30 ) / 25 )
 * damage = 100 * ( 1 - 30 / 25 )
 * damage = 100 * ( 1 - 1.2 )
 * damage = 100 * ( -0.2 ) ???
 * damage = -20 ??? Meaning you ABSORB damage? Wat.


 * These are just using numbers I was playing around with, but if this formula is true then at a certain damage/armor/toughness level you would actually gain health by being hit. I simply don't believe it and unless anyone can confirm it, please elaborate either how my math was wrong here? Or, if the formula is wrong please remove the table until someone can give us a definitive answer on what the freak "Armour Toughness" actually does. (My guess is that it affects durability, nothing else?..) –Preceding unsigned comment was added by Xexorian (talk • contribs) at 13:05, 18 June 2016 (UTC). Please sign your posts with
 * There's a "min(20, ...)" in the formula that wasn't mentioned, because getting that level of defensePoints requires cheats. Anomie x (talk) 13:35, 18 June 2016 (UTC)
 * It would be nice to have the actual formula for this for those of us who are modding for RPG servers like myself. The information is crucial when we're playing around with custom mobs, custom items, etc. Does anyone have a complete formula or table describing dmg vs armor and a toughness 'slider' that we can scale the graph to, it would be nice to have this at a glance as an informative table, but that is a bit beyond my skills without spending a lot of hours researching how to even make aforementioned table/graph. Thank you. --20:06, 21 June 2016 (UTC)50.248.250.158
 * The correct formula is already in the article. You can apply it in whatever program you like to make all the graphs you want. Anomie x (talk) 23:15, 21 June 2016 (UTC)

Firstly, defensePoints cannot exceed 20. Secondly, figuring out what toughness does is as easy as looking at how it affects the equation; as toughness increases, the divisor for the "damage" variable increases; this means that the more toughness someone has, the less high-damage attacks will reduce the % protection provided by armor. For example, with no toughness, a person with full iron armor (15 defensePoints) will take 16 damage from a 20-damage attack (you can do the math yourself); but a person with the same number of defensePoints and 4 toughness points (diamond helmet and boots, chain chest and legs) will only take 13.3333 damage from a 20-damage attack. This is because the toughness has lessened the defensePoint reduction of the damage dealt. Logicalpencils (talk) 15:22, 18 June 2016 (UTC)

In response to the most recent request for a table/graph, I can't personally provide the whole set of tables for you, but the Armor page already has a Damage vs Armor table; it only goes up to 20 damage, doesn't include fractional damage values, and ignores toughness, but it's very useful for quick reference. If you don't want to deal with trying to figure out damage based on three variables, then I do also have a trick you can use: if you set the toughness value of a piece of armor very, very high, then you can approximate the old armor system -- that is, each armor point always protects a full 4% of incoming damage, regardless of how strong the attack is. Logicalpencils (talk) 22:07, 21 June 2016 (UTC)

Merge back?
It looks weird to have this and associated Helmet, Chestplate, Leggings and Boots articles being as they are now: each of associated pages duplicate information at the main page and vice versa. I’m skeptical of the idea of splitting the article at all; even if this may give some technical benefits (mainly regarding the Crafting template, I suppose), this is not of much benefit for readers. So I propose getting rid of these satellite articles and move whatever information that isn’t duplicated (if exist) from them to here. — NickTheRed37 (issues’ wall) 16:15, 8 May 2016 (UTC)


 * I do see there's a fair bit of duplication; one thing from the satellites that would go over is the list of what can be enchanted with what. – Sealbudsman talk/contr 20:02, 11 May 2016 (UTC)


 * Reading through Minecraft_Wiki_talk:Community_portal/Archive_15, it seems that the original intent was to put piece-specific information in their respective pages, and leave information relating to all armor in its page. It actually looks like it's mostly still that way, but with almost total overlap in the Obtaining section.  And from piece to piece, there's a lot of overlap: Helmet page looks like Leggings page, and so on.  I think there's room for improvement.  Would you be able to create a mockup?  – Sealbudsman talk/contr 21:01, 12 May 2016 (UTC)


 * I’m currently working on stuff on the Russian wiki, so the mockup wouldn’t be soon. If will ever be, since I’m not interested in making it. — NickTheRed37 (issues’ wall) 17:03, 13 May 2016 (UTC)
 * These pages are basically the same subject. The only difference is the amount of defense points (which can be put in the same table) and the obtaining methods. The pages can easily be merged and readers can easily find the information. The BlobsPaper.png 02:07, 17 May 2016 (UTC)


 * I think that they should be merged back as all the different types of potions don't get a separate page. They are basically the same subject. Cherryblossom000 (talk) 02:51, 16 December 2016 (UTC)
 * The history parts could be rewritten to make the individual pages more different. The list of enchantments is good to have separated. /141.0.12.132 11:46, 7 February 2017 (UTC)


 * I, because although the individual pages are very similar and there is duplicate information, the different armour pieces do have distinct differences that should be on their own page. Like for Helmet, there is now a Turtle Shell which has a lot of unique stuff about it. I think the Armor page should be more simplified and duplicate less info with the individual pieces. At some point minecraft could get e.g. a specific type of boots that don't have chestplate/helmet/leggings counterparts, and merging all that info on this page will be a mess. Nothing tells us that all armour pieces in the game will always have all the pieces available, or that all pieces share the same recipes, obtainings and usages, and the Turtle Shell is proof of that as of yet. Work needs to be done, but merging back is not the way to go here in my opinion. – Jack McKalling [ Grid Book and Quill.png Grid Diamond Pickaxe.png ] 15:57, 10 September 2018 (UTC)

For some reason, the Slash Kill command makes armor take damage
Well, something strange happened, I was playing in minecraft 1.7.10 and got stuck in a trap, so I had to use /kill to get myself out. But when I collected my items, it seems that my armor has taken damage. Do you have any ideas if this is a glitch or not? If you do, feel free to reply.

Add Shields to Armor Page?
Shields should definitely still have their own page, obviously. And even though they are officially tools, there should at least some mention of them on the armor page as they are obviously used in the function to reduce incoming damage, appear graphically on the player, and have a designated armor slot in the player's inventory. A basic description of how they work and a link to their page should be added to the armor page. –Preceding unsigned comment was added by 104.169.42.94 (talk). Please sign your posts with
 * First off, when pages are merged, the other page redirects to the combined page.
 * Secondly, shields are just another way of protecting the player; they do not give armor points, and they are used by holding. In general, they are a completely different item, and they really have just one notable similarity. The BlobsPaper.png 19:00, 31 December 2016 (UTC)


 * Actually, it can be done using a See also section, which I have added. The BlobsPaper.png 23:20, 31 December 2016 (UTC)

Coloring leather
How do you color a leather armor to an arbitrary RGB value with dyes? It's nowhere to be found in the article. Fabian42 (talk) 19:45, 6 January 2017 (UTC)
 * In computer edition, it is dyed by crafting with dye. In pocket edition, it is dyed by coloring the water in a cauldron. I am not sure how it is done in console edition, but you can check the dyeing page. You are right, these do need to be included. The BlobsPaper.png 22:18, 6 January 2017 (UTC)
 * Well, I didn't even notice that that was missing. :D What I meant is: What dying steps do you need to make e.g. leather armour with colour code #123456? Fabian42 (talk) 22:57, 6 January 2017 (UTC)
 * I've been mulling this over. At Dye, the procedure for what happens when you apply a dye is written out.  You'd need to invert that, I think.  I couldn't tell you how to start, but in case you do, there it is. –  Sealbudsman talk/contr 04:05, 9 January 2017 (UTC)

Armor Smelting
I would like to mention that I play pocket edition and armor smelting is not a thing yet despite what the page says. I seem to be unable to edit the page so could someone else do so until the feature is added? –Preceding unsigned comment was added by My wither (talk • contribs) at 20:27, 17 May 2017 (UTC). Please sign your posts with
 * It's slated for a release with version 1.1. I've modified the furnace recipe box to reflect that. – Sealbudsman talk/contr 22:55, 17 May 2017 (UTC)

Remove turtle shells
In my opinion turtle shells do not seem to be armor. This is because one, it's only 1 piece rather than a full set, and 2, more importantly, they do not provide the player any type of protection that armor does, they just give the player the Water Breathing effect. I know they can be a equipped in the helmet armor slot, but so can pumpkins, and they're not considered to be armor. So, I don't see any reason why turtle shells should be considered to be armor, but I would like to see what the community thinks of this before making any final decision.-- Madminecrafter12 Talk • Contributions 13:30, 15 February 2018 (UTC)
 * I recently discovered that turtle shells do, in fact, provide a little bit of protection. However, everything else is still true.--Orange Glazed Terracotta.png Madminecrafter12 Talk • Contributions 14:19, 15 February 2018 (UTC)

Damage Reduction formula is hard to read, possibly wrong
For one, the formula is pretty convoluted/hard to read. The original formula is this:

damage = damage * ( 1 - min( 20, max( defensePoints / 5, defensePoints - damage / ( toughness / 4 + 2 ) ) ) / 25 )

There's no reason to divide toughness by 4+2 instead of just 6. And there's no reason to divide by toughness/6; multiplication is easier to read imo. I think the below format is better:

damage_reduction_multiplier = min(20, max(defensePoints / 5, 6 * (defensePoints - damage) / toughness)) / 25

damage = damage * (1 - damage_reduction_multiplier)

Splitting the formula lets you drop a parentheses as well.

But the bigger issue is that the formula seems to imply that with 0 toughness, you'd either be dividing by 0 or automatically receive a damage reduction multiplier of 20%. That doesn't match the table, so something is wrong, unless I made a mistake (which is likely).

Can someone review my thought process/work? Thanks. –Preceding unsigned comment was added by Danielcb114 (talk • contribs) at 22:40, 01 January 2019 (UTC). Please sign your posts with


 * Remember order of operations: division happens before addition. It could equivalently be written as ...damage / (2 + toughness/4)..., if that makes more sense. -- Orthotopetalk 23:41, 1 January 2019 (UTC)