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The damage reduction formula should be corrected to
where ```+8``` has been moved inside the ```min``` function. This modification is consistent with the graphs and damage table on the page:
https://www.desmos.com/calculator/zandhkto8t
(a=armor, t=toughness, d=raw damage) If you allow toughness above 12 and move the ```+8``` out of the min function, the function becomes inconsistent with stated values on this wiki page.
I do not have the time to double check this in the code, so I'll leave that up to some-one else. (Or I'll come back to this in the future)
DaAresinger (talk) 19:18, 24 January 2025 (UTC)
publicstaticfloatgetDamageAfterAbsorb(LivingEntitylivingEntity,floatf,DamageSourcedamageSource,floatf2,floatf3){ floatf4; Levellevel; floatf5=2.0f+f3/4.0f; floatf6=Mth.clamp(f2-f/f5,f2*0.2f,20.0f); floatf7=f6/25.0f; ItemStackitemStack=damageSource.getWeaponItem(); if(itemStack!=null&&(level=livingEntity.level())instanceofServerLevel){ ServerLevelserverLevel=(ServerLevel)level; f4=Mth.clamp(EnchantmentHelper.modifyArmorEffectiveness(serverLevel,itemStack,livingEntity,damageSource,f7),0.0f,1.0f); }else{ f4=f7; } floatf8=1.0f-f4; returnf*f8; }
f = damage, f2 = armorPoints, f3 = toughness; f5, f6, and f7 are different pieces of the overall formula; f4 is the total damage reduction; f8 is the portion of damage left over after the reduction. The formula listed on the page also has a little mathematical simplification for the portion with toughness, which is why the code looks a little different from the formula. Toughness over 20 is treated as 20. This is not determined by this bit of code, but by the armor_toughness attribute itself; the definition of the attribute clamps it at 20. I added that part to the article. You can test it in-game yourself using /attribute to set the values as high as you'd like, then /damage and /data to simulate attacks and check how much damage you took. Rampage455 (talk) 04:24, 7 January 2026 (UTC)Should the armor mechanics section be split and become an independent page? Aed8814 (talk) 12:12, 13 July 2025 (UTC)
How much the chance of a mob spawn with copper armor. Hassan (talk) 18:25, 25 July 2025 (UTC)
First image with all the armors could be better by making the skin with the gold armor not the girl with the blonde hair. It now looks like the golden helmet goes down to the chestplate, even though it doesn’t actually do that.
For the first time in Minecraft, there is a non-linearity between two tiers of armor when measuring their protective value and their durability. (see Armor materials. Until copper armor, there was no armor tier that had higher protective value, but lower durability.) Copper armor has a durability multiplier of 11 compared to gold armor's 7. Conversely, gold armor grants more protective value when compared to copper armor: 11 armor points total compared to 10.
Although this page currently implies gold is the better of the two, it does so under the statement that "The six full sets are shown below in order from weakest (offers the least protection and is the least durable) to strongest (offers the most protection and is the most durable,)" not reflecting this non-linearity. I believe it may be worth reaching a consensus as to which of these tiers of armor should be ranked higher when speaking of the "tiers" of armor. Gender Machine (talk) 06:53, 2 August 2025 (UTC)
Both the zombie page and the armor page mention that helmet durability decreases when the zombie is exposed to sunlight, but in a very vague and general way. It was helpful to know that they don't break very fast, but the encyclopedia in me now needs to know the exact speed at which this happens and whether it's ticked randomly or something. I think that this mechanic is little known and needs to be better documented. If it could also be mentioned when this was added that would be great.
getMaxLocalRawBrightness just works differently, so I used grep -r on my Mac to find the method it calls repeatedly, but due to a lot of @Overrides I can't find what actually gets called. I think right now, it should just say that every tick where the mob would normally be set on fire, it has a 50% chance to lose 1 durability. ‑‑MinecraftExp123(talk|contribs) 11:33, 6 January 2026 (UTC)This page should not be split. The differences between armors with different materials don't make the page too long.
I noticed a mini edit war regarding whether {{Armor}} should be used to visually represent armor toughness. If anyone would like to discuss it on the talk page, here you go. Personally, I kind of like having an icon, and wish we could use the light blue icon seen in various mod packs, but those aren't official, so we can't do that I suppose. I saw an argument that infoboxes use the armor icon for items that have armor toughness. That's true, but could easily be changed with a simple edit to {{Infobox item}} if the community is opposed. Rampage455 (talk) 00:23, 9 December 2025 (UTC)
The parched is missing from the list of mobs that can wear armour
All thats missing is the history from a few pages. I think we are ready to finish the split. CrockCraftMC (talk) 16:05, 3 January 2026 (UTC)
steve in leather armor render appears to be wrong as it has different lighting then the alex version
"without cheating, even they wear armors" under enchantments should say "without cheating, even if they wear armors"