Talk:Durability

Durability tables: 'k'
What does that 'k' stand for in the Weapons and Tools table? --Eyvind 08:42, 26 December 2010 (UTC)
 * It's talking about the formula listed higher up the page:

The maximum durability of weapons and tools is given by the formula D =  2k+1 ,  where D is the durability of the tool and k is a constant related  to the material the tool is crafted from.
 * Though of course, that isn't at all clear if you're only reading the "tables" section of the article. - Bomb Bloke (Talk/Contribs) 04:01, 26 December 2010 (CST)

Mixing Armor Materials
I was compiling information for what I thought would be a bug report to Notch when I realized how the armor/durability thing actually works. I have done quite a bit of testing on this now and am 100% positive that this is exactly how it works in Beta 1.1_02. I have some screenshots that would help illustrate the point, but I don't know how to upload image files to the wiki -- I just registered today because I thought this was too important to keep to myself.

I was also wondering if it would make sense to move this to the main Armor page. It seems a little too useful to be hidden away on the Item Durability page. --CanuckMonkey 21:24, 30 December 2010 (UTC)


 * It's easiest to create a link Mixed Armor Damage 1.jpg (for example) and then click the red-link and upload the file there.


 * Thanks, I have uploaded these now. Too bad you can't really see the defense in the thumbnails, but it isn't hard to see in the full shot and I wanted to keep the inventory screen open in the screenshot to emphasize that there is nothing funny going on here. CanuckMonkey 02:21, 31 December 2010 (UTC)


 * I do think the information is more pertinent on Armor, but you may need to change how you give the numbers since the durability tables aren't on that page. (or just say more often "xxx item has durability yyy") --JonTheMon 21:30, 30 December 2010 (UTC)


 * Thanks for the tip, I may go ahead and do this. I'll add comments indicating that this is duplicated information, of course. CanuckMonkey 02:21, 31 December 2010 (UTC)

For your information
Armor level/Armor type/Item id/Armor Maximum durability/Armor point Leather Helmet 298         33 3 Leather Chestplate 299     48 8 Leather Leggings 300       45 6 Leather Boots 301          39 3 Chainmail Helmet 302       66 3 Chainmail Chestplate 303   96 8 Chainmail Leggings 304     90 6 Chainmail Boots 305        78 3 Iron Helmet 306            132 3 Iron Chestplate 307        192 8 Iron Leggings 308          180 6 Iron Boots 309             156 3 Diamond Helmet 310         264 3 Diamond Chestplate 311     384 8 Diamond Leggings 312       360 6 Diamond Boots 313          312 3 Gold Helmet 314            66 3 Gold Chestplate 315        96 8 Gold Leggings 316          90 6 Gold Boots 317             78 3 Xfs 02:52, 31 December 2010 (UTC)
 * The used damage/health/durability unit is point, aka half-heart, in the following data.
 * Armor type
 * helmet 0
 * plate 1
 * legs 2
 * boots 3
 * Armor level
 * Leather 0
 * Chain 1
 * Steel 2
 * Diamond 3
 * Gold 1
 * Armor point[Armor type] = {3, 8, 6, 3}
 * Armor maximum durability[Armor type] = {11, 16, 15, 13} * 3 * 2armor level
 * Total armor value = ⌊(Total armor point - 1) * Total remaining durability / Total maximum durability⌋ + 1. Total armor value is showned to players on in-game GUI.
 * When players are taking damage, they take only 1 - Total armor value/25 part of the damage.
 * After players take damage, the same damage point is applied to each of the armor parts to reduce their durability by the same amount.
 * Raw data dumped from running instance as proof:
 * Whether should we add 1 to their durability? They are not destroyed when their durability equals zero, but that's almost equivalent to being destroyed because zero durability armor is useless like non-exsistence. So no. That will results in confusion of calculation. Please don't.


 * Thanks, this is very helpful information to have! Incidentally, armor with zero durability is not useless, unless I have misunderstood something -- wearing armor with zero durability would still increase the "total armor point" value in the formula, which could be very helpful if the other equipped pieces of armor have enough durability (and the item with zero durability has a low enough max durability to not drag them down) to take advantage of the higher total armor points.  For the next hit, anyway! --CanuckMonkey 19:07, 2 January 2011 (UTC)
 * You are right. Xfs 04:21, 3 January 2011 (UTC)

Increased Durability?
I'm noticing that my tools are lasting about twice as long now, but I'm not sure if the new system is that simple. Just a heads up, as I have classes to attend! --JohnnyMadhouse 18:06, 13 January 2011 (UTC)


 * I noticed this as well while mining netherrack. I got 132 from one stone pick! I also got 60 from a wood pick, testing wood pick on regular stone now... And 60 from wood pick. We need some extensive tests, looks like Notch secretly up'd the tool durability. Levy 06:06, 14 January 2011 (UTC)
 * Just tested the iron pick on Netherrack and got 251. Unless I didn't pick one up somewhere, the new durability value is 251. Anyone willing to donate their time to testing gold and diamond?Levy 12:18, 14 January 2011 (UTC)
 * My recent test with a gold pick on Netherrack proved to yield something interesting. It did only mine up 33, but the gold pick tore through the Netherrack like butter, seemingly. Perhaps they have a faster collection rate as apposed to other tools. Levy 12:37, 14 January 2011 (UTC)
 * The massive lack of testing on this surprises me. Not only does the original equation have absolutely zero correlation to the current durability, but the double durability penalty no longer applies to any tools. The entire section on double durability penalties and anything to do with the equation should be removed until someone has either seen the source code and verified it, or done the testing themselves. PaperStrike 05:31, 23 January 2011 (UTC)