Armor Rework

Replaces the original percentage-based armor system with Terraria-style flat damage reduction。

Gameplay Description

1. Flat Damage Reduction (Core Change)
Vanilla armor originally cuts damage by a percentage. This mod changes it to:
Reduction Amount equals Armor Value multiplied by the quantity of 1 plus 0.04 multiplied by Armor Toughness.
Final Damage equals Attack Damage minus Reduction Amount. Minimum is 0, it will never reverse and amplify damage.
Example (values are illustrative only):
You wear armor with a total Armor Value of 20 and no Toughness. Each melee hit has 20 points flatly reduced first.
Same armor but with 10 Toughness. Reduction becomes 20 multiplied by the quantity of 1 plus 0.04 multiplied by 10, which equals 28 points.
In other words, Armor Toughness amplifies the damage reduction efficiency of Armor Value, rather than just reducing armor penetration effects like in vanilla.

2. Minimum Damage of 1 Point
No matter how thick the armor is, as long as the original damage of the hit is greater than 0 and it is not armor ignoring damage, it will ultimately deal at least 1 point of damage. Armor can protect you well, but it cannot achieve complete immunity.

3. Armor Ignoring Damage
Damage with the ignores armor tag, such as void damage or kill command, is completely unaffected by this mod's damage reduction. It does not consume armor durability, and the minimum 1 point damage does not apply.

4. How Rebound Enchantment Works
When you take damage:
Counter Damage equals Enchantment Level multiplied by 0.1 multiplied by Actual Damage Taken plus Armor Value multiplied by the quantity of Armor Toughness plus 1 multiplied by 0.1.
Counter damage is directly dealt back to the attacker. Both melee and ranged attackers count.
Countering consumes the durability of the enchanted equipment. The amount consumed equals the integer part of the counter damage, and it is distributed as evenly as possible among multiple enchanted equipment pieces.
If multiple pieces have Rebound, the number of counterattacks does not stack. Only the highest level is taken.
Counter damage uses a unique damage type. If both sides wear Rebound armor, it will not bounce back and forth infinitely, preventing dead loops.

5. How Armor Pierce Enchantment Works
When attacking with a weapon with the Armor Pierce enchantment:
The target's flat damage reduction is multiplied by the quantity of 1 minus 0.15 multiplied by Enchantment Level.
That is, Level I reduces it by 15 percent, Level II by 30 percent, Level III by 45 percent, and Level IV by 60 percent.
Note: Armor Pierce weakens the entire damage reduction generated by both Armor Value and Armor Toughness combined. This is different from the Armor Penetration mechanic, which only deducts from Armor Value.

6. How Armor Penetration Attribute Works
The attacker's Armor Penetration value is first deducted from the target's Armor Value, and then used to calculate damage reduction.
Example: Target has 20 Armor, you have 5 Armor Penetration, so damage reduction is calculated based on 15 Armor.
Armor Penetration does not reduce Armor Toughness, so high toughness armor can still maintain high damage reduction efficiency.
Flat reduction first, enchantment reduction later. This mod's flat damage reduction is calculated first. Vanilla percentage based damage reductions, such as Protection enchantment and Resistance potions, continue to take effect afterward.

Notes and Tips

  1. Armor Durability Still Consumed: Armor still loses durability according to vanilla rules when hit. Rebound additionally consumes durability. Remember to repair promptly.
    2. Minimum Damage Fails on Full Shield Block: If a shield blocks 100 percent of the damage, the forced 1 point minimum damage will not be applied. This is to prevent shields from being rendered useless.
    3. Percentage Reduction Still Exists: Vanilla percentage based damage reduction methods like Protection enchantment and Resistance potions are not removed. They continue to stack after this mod's flat damage reduction.
    4. High Cost of Rebound: The greater the counter damage, the faster equipment durability drops. High level Rebound is best used with Unbreaking or Mending.
    5. Armor Pierce IV is the Meta Choice: Against enemies with high armor and high toughness, Level IV Armor Pierce can cut 60 percent of their flat damage reduction, making the effect very noticeable.
    6. Armor Penetration is an Extension Interface: Regular survival has no items with this attribute. If you see it in a modpack, it is likely a bonus from a datapack or quest.

 

玩法说明

1. 固定减伤(核心改动)

以前原版护甲是「按百分比砍伤害」,本 Mod 改成:

  • 减免点数 = 护甲值 ×(1 + 0.04 × 护甲韧性)
  • 最终伤害 = 攻击伤害 − 减免点数(最低为 0,绝不会把伤害反向放大)

举例(数值仅为示意):

  • 你穿着总护甲值 20 的甲、没有韧性:每次近战伤害先固定减掉 20 点。
  • 同护甲但附带 10 点韧性:减免变成 点。20 × (1 + 0.04 × 10) = 28
  • 也就是说,护甲韧性会放大护甲值的减伤效率,而不只是原版那种「减少穿甲效果」。

2. 保底伤害 1 点

无论护甲多厚,只要这一击的原始伤害大于 0、且不是「无视护甲」的伤害,最终都会至少造成 1 点伤害。护甲能把你保护得很好,但做不到完全免疫。

3. 无视护甲的伤害

带有「无视护甲」标签的伤害(例如虚空伤害、 这类)完全不受本 Mod 减伤影响,也不消耗护甲耐久,保底 1 点也不适用。/kill

4. 反弹附魔怎么算

当你受到伤害时:

  • 反击伤害 = 附魔等级 × 0.1 × 本次实际受到的伤害 + 你的护甲值 ×(护甲韧性 + 1)× 0.1
  • 反伤会直接打回攻击者身上(近战和远程射手都算)。
  • 反击会消耗被附魔装备的耐久,消耗量等于反击伤害的整数部分,并在多件被附魔装备之间尽量平均分摊。
  • 多个部位都带反弹时不叠加反击次数,只取最高等级。
  • 反击使用的是专属伤害类型,双方都穿反弹甲也不会来回无限反弹(防止死循环)。

5. 穿甲附魔怎么算

用带穿甲附魔的武器攻击时:

  • 目标的固定减伤会被乘以 1 − 0.15 × 附魔等级。
  • 也就是 I 级降 15%、II 级降 30%、III 级降 45%、IV 级降 60%。
  • 注意:穿甲削弱的是护甲值和护甲韧性共同产生的那一整段减伤,和「护甲穿透」只扣护甲值的机制不同。

6. 护甲穿透属性怎么算

  • 攻击方的护甲穿透值会先从目标的护甲值里扣掉,再拿去计算减伤。
  • 例:目标护甲 20,你护甲穿透 5,则按 15 点护甲计算减伤。
  • 护甲穿透不削减护甲韧性,所以高韧性护甲依然能保持较高的减伤效率。
  • 「先固定减伤,后附魔减伤」:本 Mod 的固定减伤先算,原版「保护」附魔、抗性提升药水的百分比减伤在其后继续生效。

注意事项与技巧

  • 护甲耐久照扣:挨打时护甲仍会按原版规则损耗耐久,反弹额外再扣一次耐久,注意及时修补。
  • 盾牌完全格挡时保底失效:如果盾牌把伤害百分百挡下,就不会强制造成那 1 点保底伤害,这是为了避免盾牌被废掉。
  • 百分比减伤仍然存在:保护附魔、抗性提升药水等原版按百分比减伤的途径并未移除,它们在本 Mod 的固定减伤之后继续叠加。
  • 反弹成本不低:反击伤害越大,装备耐久掉得越快;高等级反弹适合配合耐久附魔或经验修补使用。
  • 穿甲 IV 是版本答案:面对高护甲、高韧性的敌人,IV 级穿甲能砍掉对面 60% 的固定减伤,效果非常明显。
  • 护甲穿透是扩展接口:普通生存里没有物品自带该属性,如果你在整合包里看到它,多半是数据包或任务给的加成。

Armor Rework Team

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