New Armor System

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New Armor System

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A Revolution Of The Vanilla Armor System. Master Your Armor!

Mod Loaders
Minecraft

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Description

New Armor System

This mod completely overhauls the armor system: damage reduction is no longer a fixed percentage, but takes effect in segments based on the size of the damage taken. Armor wears down in combat, but you can repair it an unlimited number of times. Wearing different armor affects your movement speed and fall damage — every piece of armor has its own physical properties. This mod does not add new armor, new enchantments, or new items. Add-on mods may be developed in the future, which will add concrete equipment on top of this foundation. Design philosophy: give every piece of armor a clear, perceivable role, making armor choice a meaningful strategic decision rather than simply comparing reduction numbers.

Armor Damage Reduction

  • Reduction is no longer a simple percentage, but a three-zone rule:
    • Low-damage zone: when damage is below the armor's capacity, the armor reduces it by 80%;
    • Mid-damage zone: reduction decays linearly as damage increases;
    • High-damage zone: armor completely fails, 0% reduction.
  • The role of armor toughness is strengthened: toughness and armor value together determine the damage range the armor can "absorb". The higher the toughness, the larger the full-reduction and partial-reduction ranges.
  • Against high damage, armor no longer has vanilla's guaranteed baseline reduction — players must rely on positioning or better armor.

Durability Loss

  • Durability loss is no longer fixed at "1/4 of damage", but is determined by both damage and armor toughness.
  • Armor with high toughness wears down more slowly; armor with low toughness wears down faster.

Armor Durability

  • Each piece of armor's durability is determined by the material's intrinsic properties. Different slots have different durability factors, with light/medium/heavy armor types applying independent durability adjustments on top.
  • Material durability follows real-world hardness ordering: leather is fragile, diamond is strong, iron sits in between. Every material has a clear, perceivable durability role — no longer just "higher-tier materials are better at everything".

Repair System

  • Anvil repair rework: repair cost = number of materials consumed. Experience penalties no longer accumulate, and there is no "Too Expensive" cap — equipment can be repaired infinitely, forever.
  • The amount restored per material varies by material and armor type: materials with higher base durability restore more per material; light armor repairs efficiently, while heavy armor repairs slowly.
  • Result: repair becomes part of long-term maintenance rather than an option that is worthwhile early and abandoned later.

Mass System

  • Every piece of equipment has a mass, determined by material coefficient, armor type, and armor value. The heavier the material, the greater the mass (e.g., gold equipment is notably heavy).
  • Wearing equipment raises your load ratio. The higher the load:
    • Knockback resistance increases (harder to be knocked back);
    • Movement speed decreases.
  • Special materials have unique roles: e.g., netherite combines heavy armor's protection with a lighter burden.
  • In multi-mod environments, a player's mass increases as max health increases.

Fall Damage

  • Fall damage is determined by the player's own mass + the mass of worn equipment, gravity, and fall height — the heavier the equipment, the harder the fall.
  • Jump Boost now widens the safe height by a percentage: if your safe distance is high, each level of Jump Boost significantly increases the no-damage height, rather than vanilla's tiny boost.
  • With no armor and 20 max health, the experience matches vanilla; the heavier your load, the more you must watch for vertical drops.

Unbreaking Modification

  • Unbreaking is changed from "probabilistic damage avoidance" to deterministic reduction: loss is reduced by a fixed formula, and each level of Unbreaking steadily increases the reduction.
  • Low-damage attacks may cause zero durability loss under high Unbreaking levels!

Reflection System & Thorns Enchantment

  • New reflection mechanic: when armor loses durability, it deals reflection damage to the attacker, proportional to the durability lost this hit.
  • Thorns is merged into this system: from vanilla's "chance-based reflection" to guaranteed reflection, with the enchantment level directly increasing the reflection ratio — no more reliance on randomness.
  • If a low-damage attack is not enough to reduce the armor's durability, no reflection is triggered.
  • Supports cursed armor setups: certain materials can turn reflection into a guaranteed bounce-back to the wearer instead.

Negative Attribute Support

  • The lower bounds of armor toughness and knockback resistance are opened to negative values:
    • Negative toughness is allowed, but negative-toughness armor wears down significantly faster and completely loses the low-damage zone.
    • Negative knockback resistance means you get knocked back further, and this is enabled by default.
  • Provides negative-attribute design space for add-on mod and modpack authors.

Tool Durability Formula (Disabled by Default)

  • Optional: tool durability is derived from the corresponding armor material's base durability — armor and tools of the same material share the same durability baseline.
  • When you adjust a material's base durability, armor and tools update in sync, keeping the system consistent.
  • Disabled by default; vanilla tool experience is unaffected. When enabled, third-party materials/tools can also be included.
  • In a vanilla environment, durability changes little compared to vanilla after enabling.