The material attributes and reinforcement introduction of the artisan soul armor

This tutorial is from MC Encyclopedia (MCMOD.CN) using the CC By-NC protocol.

introduction

All equipment consists of three parts: "base, tailboard and armor plywood".

The armor value of the equipment is determined by the base.The defensive power of the base is the sum of the armor value of the same set of the same base equipment. It is allocated according to the helmet (16%), pectoral armor (40%), leg protection (30%) and boots (14%).

When calculating the armor value of a single armor, the defensive power and the corresponding percentage of the defensive force are multiplied by the four houses and five units. [1]

The durability of the equipment is based on the durability and durability coefficient of armor components. The durability factor changes due to parts: helmet (11), pectoral armor (16), leg protection (15), and boots (13).Then calculate according to the relationship below, where R () is an integer for the number of four houses and five in the number of brackets: [2]

Equipment durability = R ((R (R (R (R (Rate Durability*tolerance)+R (Ploves durability*durability coefficient))*Trust plate enhancement coefficient)+R (Tailboard durability*durability coefficient)

The armor toughness is determined by the armor plate, and it can also be changed with a polishing tool.

Material attribute

Red is the maximum value, and green is the minimum value. The actual values ​​that are influenced by the characteristics of some material are expressed by brackets.

Material

Durable base defense force

Trust plate enhanced coefficient Tellet tough material characteristics (base / other components)

Basic Tail Plate Plate Wood 2.510.5310

Ecological stones

8.7-3.50.7550.50 吝 / cheap vermiculite 10-52.64.50.6

1 extraordinary II / extraordinary cactus 12.50.753.5100.850 thorns 123.55.341.11 (1.5) High calcium / tough obsidian

9.5-8716.20.93.5 The long-lasting sea spar 16-10818.80.62 Barwater+brutal / hydrophilic stone

15.502.79

0.851 Alien / Folding Paper 0.40.30.50.50.10 The sponge engraved

21131311.2

5 water absorption flame wood

17-121017.510.5 Flammable Iron

1253.5150.850 magnetic II / magnetic iron

15010.516.71.2

1 delicious bacon+delicious / delicious knight Slim

2016.7917.10.51 Final / / Revitalize Slime

20.7014.520.72 sticky+lively / sticky blue slime

19.5-3.5121.81.32.25 Sticky slipping+lively / sticky lava slime

18-121019.40.852.5 Forging / hot hell rock 13.5-105.55.30.850 Good summer+Purgatory / Purgatory cobalt 19.581415.60.90 Light / Light Adidetttete

20.5-1216.2131.44 Exploration / Aishima Yuling 19.7133.52013 Revenge / Avoid Copper

122881.050 Ambitional bronze 165.56.5121.11.25 dense lead

16-3.58110.72 Heavy+Protection Silver 133.510170.952 Holy Amber Gold

3.5-1138.11.10 Photovoltaic Steel 1710118.40.94.5 (5.4) Stable / indomitable

Material characteristics description (Please use the browser's search function flexibly. The combination key is Ctrl+F) [3]

Ecology: Slowly repair the durability of the armor over time, and the average durability is repaired every 2 minutes.

20: Reduce armor 20% durability.

Cheap: When repairing armor durability, the durable repair volume (material quantity × 5%) is increased.

Extraordinary: Increases the effect of biological and damage to non -armor -free and weapons without weapons.

Thorns: Each armor has a 30% chance to cause 1 to 4 points of damage to the attacker, and consumes armor for 3 points.

High calcium: Whenever drinking milk, all armor containing "high calcium" attributes will be repaired to restore 10 durability.In addition, players will also have the effect of life recovery. The duration is 5S/piece, which is equal to the number of armor.

Toughness: increase 50% toughness.

Slayer: Reduce the overall consumption of armor durability.10% of the opportunity is double durable, and 50% of the opportunity is not durable.

Water: Each armor increases by 0.675 swimming speed.

Cruel: Depending on durability, each armor causes damage to the attacker.Low durability means higher damage.

Alien: Over time, it is randomly assigned 800 points to increase the durability, toughness, and defense power of armor. Each point represents 1 point durability, 0.01 point toughness, or 0.02 point defense force.

Folding: If it is damaged by lava, drowning or suffocation, each piece of armor has a 25% chance of transmitting the player to a random position in 64 square blocks in the radius.

Reador: Add a reinforcement slot each component.A base is added, and the taboop and splint can only be used alone and cannot be superimposed.

Water absorption: When the player is in the rain or underwater, the armor will increase (2 points of helmets and boots, 3 points of leg protection, 4 points of pectoral armor), and increase the toughness of 2 points.

Flammable: Every time it is damaged by flames or explosions, all the creatures that are not immune to flame damage in the radius of (1.5 × armor) can be ignited, and the duration is (1+ armor number) seconds.

Magnetic: Attract the drop of the ground within the range of the radius (1.8+ (armor-1) × 3).Before the delay is over, the recently discarded items will not be affected.

Delicious bacon: When attacked, there is a 2.5% chance of falling into the bacon.

Delicious: Over time, you have the opportunity to eat armor. Each recovery of hunger will consume 5 points of durability.

Final: When suffering fatal damage, each piece of armor has a 10% chance of saving the player from death, negating damage, and treating a heart.

Revitalization: 4 points for each armor ( Life upper limit.

Slip: When attacked, each piece of armor has a 1% chance to generate Slime.

Live: Allow bouncing and reduced falling damage when you go down from a height, which is exactly the same as Slime boots.In addition, players are more likely to be repelled.

Forging: Every time a flame damage will be resumed, the armor will be durable, and a flame damage will be resumed 2 points of durability in high -temperature liquids such as lava. The two ways to resume durability can be superimposed.

Hot: When you are on fire, each piece of armor increases by 15%.

Good summer: The armor value and toughness are directly proportional to the degree of dryness of the environment (considering factors such as weather, biological group system, temperature and other factors).

Purgatory: Increases the effect of 20% armor for non -lower biology.

Light: Decreasing the damage of 10% of the armor.

Light: Each armor increases by 5% movement speed.

Exploration: The greater the distance you are below the sea level (y = 64), the more likely the armor will not be durable.

Love Stone: If there is a stone block in the 3 × 3 × 3 cube around the player, increase the effect of 20% of the armor, and it has a 10% chance of reducing 3 points to durability when it is durable.

Revenge: There is a 15% chance to apply random debuff to the attacker (poisoning, slow, withered, weak) for 5 seconds, and consumes armor duration at the same time. This examination can be superimposed with multiple armor.

Arrogance: If it is continuously damaged in the last 2 seconds, it will increase the effect of 10% and consume the armor for 3 points.

Ambition: Each time you pick up the experience ball, you will increase additional experience. The incremental value range is [0, armor) random number.

Debi: The more durable the armor is lost, the greater the chance of not durable.

Heavy: Each armor increases by 25% to repel resistance.

Protection: Decreasing magic damage and withered damage per piece of armor.

Sacred: When the player was attacked by the undead monster in the melee, the dead monster will be damaged. The duration is 5S/piece, which is equal to the number of armor.

Photovoltaic: Each time it is damaged, it will be filled, released when it is fully charged and damaged.When release, it will cause damage to all creatures (2 × armor) in all creatures in the radius (2 × armor) blocks.It will be filled with your armor immediately by lightning, and each piece of armor will be reduced by 25% lightning damage.

Stability: Each armor increases by 10% to repel resistance and repel the attacker for a distance, which depends on your total anti -resistance.

Unyielding: Increase the armor's defense and toughness of 20%.

Enhanced attribute

The same enhanced attributes as the original version of the artisan soul are not introduced. Except for the differences, the materials needed in parentheses.

Xunteng (redstone): Each armor increase (the number of red rocks × 0.1%) moves speed, and every 50 red stones can be upgraded to the level, the highest III level.

Endurance (resistant to strengthening large plates): Decreased armor (grade × 2%) except the void (/kill damage belongs to the void damage) and all the damage of hunger damage, the highest VIII level.It only consumes one strong slot and cannot be used at the same time as the other three enhanced large plates.

Explosive resistance (explosion -proof enhanced large plate): Decreasing (level × 4%) explosion damage per piece, highest VIII level.It only consumes one strong slot and cannot be used at the same time as the other three enhanced large plates.

Anti -radiation (anti -radio reinforcement large plate): Decreasing (grade × 4%) ejaculation damage per piece of armor, the highest VIII level.It only consumes 1 strong slot and cannot be used at the same time as the other three enhanced large plates.

Anti -fire (fire -resistant enhanced large plate): Decrete (grade × 4%) flame damage per piece, the highest VIII level.It only consumes 1 strong slot and cannot be used at the same time as the other three enhanced large plates.Diamonds (diamonds or industrial diamonds): increase 4 points of defense and 150 durability. If the toughness is less than 2, increase the toughness to 2 points.It can only be strengthened once.

Emerald (emerald): increases 50% durability. If the toughness is less than 2, increase the toughness to 2 points.It can only be strengthened once.

Parasitic (bone of withered): Fix a little armor durable every 5 seconds, and the cost is increased by the hunger consumption of the player when the armor is durable, until the remaining 1 point of hunger.It can only be strengthened once.

Adhesive (spider web): Melee attackers will be slowly effective, duration of 5S/piece, and the strength is equal to the number of armor.It can only be strengthened once.

Slow (burst of purple pornographic fruit): Increase the jump height, 20 burst purple pornographic fruits, each armor can increase a maximum of 3 grid jump height.

Hidden (invisible ink): The armor model will not be rendered on the player, and it does not consume the enhanced slot.It can only be strengthened once, and cannot be used at the same time as the traveler's cloak (stealth).

Underwater breathing (2 × glass+sea crystal sand granules): Oxygen (storage quantity: 60) for 1 minute in the land for underwater breathing.It can only be used for helmets and can only be strengthened once.

Power (strength handle): increase 15% attack power.It can only be used for pectoral armor, can only be strengthened once, and cannot be used at the same time as his hand.

Light (ingenious hand): increase the attack speed by 15%.It can only be used for pectoral armor, can only be strengthened once, and cannot be used at the same time as his hand.

Spiritual (spiritual hand): increase the radius of 2 grids.It can only be used for pectoral armor, can only be strengthened once, and cannot be used at the same time as his hand.

High jump (2 × piston): Increase the uphill height of the (level × 1) grid, and you can jump without a space.It was 0.5 grid when it was not strengthened.It can only be used for boots, multiple levels, and the highest II level.

Frost Pedestrian (frost soles): It can freeze water into frost ice, consumes 3 points of durability to eliminate flame damage at high temperature grounds such as magma blocks, and can freeze lava at level II.It can only be used for boots, multiple levels, and the highest II level.

Fluorescence (2 × fluorescent stone+Eye of the last shadow): consumes a fluorescent ball under the feet with a brightness of less than 8.It can only be used for boots, only once,

Grinding (polishing tool+sand): increase the toughness of armor to the same toughness as the polishing tool.Do not consume the enhanced slot.

Quote link

[1] https://github.com/theillusivec4/constructsarmory/blob/master/src/main/java/conarm/Common/utils/Armorhelper.java44- L45

[2] https://github.com/theillusivec4/constructsarmory/blob/master/src/main/java/cnarm/armornbt.java42-l83

[3] https://github.com/theillusivec4/constructsarmory/wiki/traits- &-modifiers-goide