Combat Expanded/Sandbox/Armour: Difference between revisions
(update armor modifiers for Difficulty Update) |
m (fix a few missed formatting things) |
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! Rarity | ! Rarity | ||
|- | |- | ||
|{{Stack|Iron Chestplate|name=Scouting Iron Chestplate|lore=/&7When Not Under Attack:/&9+25% Speed//&7When on Body: | |{{Stack|Iron Chestplate|name=Scouting Iron Chestplate|lore=/&7When Not Under Attack:/&9+25% Speed//&7When on Body:/ &9+6 Armor}}Scouting | ||
| | | | ||
|No damage taken for 4 seconds | |No damage taken for 4 seconds | ||
| +10-25% Movement Speed | | +10-25% Movement Speed | ||
| data-sort-value="1" | common | | data-sort-value="1" | common | ||
|- | |- | ||
| rowspan="2" |{{Stack|Iron Chestplate|name=Shielded Iron Chestplate|lore=/&7When Not Under Attack:/&9Absorption III// | | rowspan="2" |{{Stack|Iron Chestplate|name=Shielded Iron Chestplate|lore=/&7When Not Under Attack:/&9Absorption III//&7When Under Attack:/&cLose Absorption//&7When on Body:/ &9+6 Armor}}Shielded | ||
| rowspan="2" | | | rowspan="2" | | ||
|No damage taken for 4 seconds | |No damage taken for 4 seconds | ||
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| data-sort-value="1" | common | | data-sort-value="1" | common | ||
|- | |- | ||
| rowspan="2" |{{Stack|Iron Chestplate|name=&bFocused Iron Chestplate|lore=/&7When Not Under Attack:/&9+5 Attack Damage// | | rowspan="2" |{{Stack|Iron Chestplate|name=&bFocused Iron Chestplate|lore=/&7When Not Under Attack:/&9+5 Attack Damage//&7When Under Attack:/&c-0.5 Attack Damage//&7When on Body:/ &9+6 Armor}}Focused | ||
| rowspan="2" | | | rowspan="2" | | ||
|No damage taken for 4 seconds | |No damage taken for 4 seconds | ||
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| +0.5-2 Attack Damage | | +0.5-2 Attack Damage | ||
+10-25% Attack Speed | +10-25% Attack Speed | ||
+5-20% Movement Speed | +5-20% Movement Speed | ||
+1 Knockback Resistance | +1 Knockback Resistance | ||
| data-sort-value="1" | common | | data-sort-value="1" | common | ||
|- | |- | ||
| rowspan="2" | {{Stack|Iron Chestplate|name=Fluxed Iron Chestplate|lore=/&7When High on Health:/&c-3 Armor/&9+2 Attack Damage//&7When Low on Health:/&9+3 Armor/&c-2 Attack Damage//&7When on Body:/ &9+6 Armor/ &c-1 Armor}}Fluxed | | rowspan="2" | {{Stack|Iron Chestplate|name=Fluxed Iron Chestplate|lore=/&7When High on Health:/&c-3 Armor/&9+2 Attack Damage//&7When Low on Health:/&9+3 Armor/&c-2 Attack Damage//&7When on Body:/ &9+6 Armor/ &c-1 Armor}}Fluxed | ||
| rowspan="2" | Positive and negative values will | | rowspan="2" | Positive and negative values | ||
always be the same | will always be the same | ||
|Health at/below 50% of max | |Health at/below 50% of max | ||
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| data-sort-value="1" | common | | data-sort-value="1" | common | ||
|- | |- | ||
|{{Stack|Iron Chestplate|name=Dashing Iron Chestplate|lore=/&7When | |{{Stack|Iron Chestplate|name=Dashing Iron Chestplate|lore=/&7When Equipped:/&9Dart//&7When on Body:/ &9+6 Armor/ &c-5% Speed}}Dashing | ||
| -5-20% Movement Speed | | -5-20% Movement Speed | ||
|Equipped | |Equipped |
Revision as of 14:02, 25 January 2024
Possible Armor Modifiers | ||||
---|---|---|---|---|
Armour | Passive Effects | Activation | Active Effects | Rarity |
Scouting | No damage taken for 4 seconds | +10-25% Movement Speed | common | |
Shielded | No damage taken for 4 seconds |
Absorption I/II/III, additional pieces add their level to the total |
common | |
On taking damage | Lose Absorption | |||
Sly |
No damage taken for 4 seconds |
Invisibility while sneaking.
When no longer sneaking gain +25/50/75% Attack Speed for 4 seconds |
common | |
Focused | No damage taken for 4 seconds | -1.5-5 Attack Damage | common | |
Taken damage within 4 seconds | -0.5-2 Attack Damage | |||
Reactive | -1-3 Armor | On taking damage | Absorption I/II/III (0:30), additional Reactive pieces stack the effects level
Effect does not trigger when taking damage to yellow Absorption hearts and cannot trigger again during the 30 seconds duration |
rare |
Coated |
-1-3 Armor | On taking damage | Apply one of:
Poison (0:06) Weakness (0:10) Instant Health to the attacker. Additional pieces will add one level of their respective effect. |
common |
Rejuvenating |
-1-4 Armor | On taking damage | Store 10/20/30% of damage taken | common |
No damage taken for 4 seconds | Restore the stored health | |||
Sparking | On taking damage | Apply a stack of "Charge". Stacks will fall off every 0.5 seconds
8 seconds after the last one was applied. Applying a "Charge" to a target that already has 8 stacks will strike them with lightning after a delay. The struck target takes 30 extra lightning damage (10 for players) |
common | |
Devouring | +0.01-0.03 Attack Damage
Enchanted with Curse of Vanishing |
After killing an entity | Permanently increase this pieces Passive Effect by 0.01-0.03, up
to 2.5-5 Attack Damage |
rare |
Satiated[1] | +2.5-5 Attack Damage
Loses Curse of Vanishing |
rare | ||
Vampiric |
-1-3 Armor | After killing an entity | Regenerate half a heart | common |
Totemic | After killing an entity | Call a totem that gives players within 12 blocks one of the following effects:
Regeneration, Resistance, Speed, Strength Effects last 6 seconds, reapplied to players that remain in the totems range. Killing an entity within a totems range will add the effect to the totem instead, or if the totem already has that effect will apply a level II version of the effect for 6 seconds. Totems vanish when all players leave its range |
rare | |
Draining | After killing an entity | +1 Max Health (Capped at +6/8/10) | common | |
On taking damage | -1 Max Health | |||
Soothing | Health at/below 50% of max | Instant Health I/II/III within 2.75/4.5/6.25 blocks respectively
Players receive one level lower instead Players within 6.5 blocks gain Regeneration V (0:02) Can only occur once per Minecraft day |
rare | |
Berserkers | Health at/below 50% of max | +0.5-2 Attack Damage
+10-25% Attack Speed +5-20% Movement Speed +1 Knockback Resistance |
common | |
Fluxed | Positive and negative values
will always be the same |
Health at/below 50% of max | -0.5-2 Attack Damage, +1-3 Armor | common |
Health above 50% of max | +0.5-2 Attack Damage, -1-3 Armor | |||
Vigorous | Health above 50% of max | Mining Fatigue /Poison /Weakness immunity, and
Hunger /Blindness /Nausea /Wither immunity |
rare | |
Fractal | Resistance III | Health above 50% of max | Health gets set to half of Max Health | common |
Archery | -10-25% Attack Speed | Equipped | Shooting an arrow will instead spawn arrows equal to the 2 * the combined level
of all Archery armour pieces. Multishot arrows will spawn half that each. Extra arrows copy the main arrows stats, with a slightly randomized trajectory and cannot be picked up. |
common |
Canine | -10-25% Attack Speed | Equipped | Spawn an invulnerable wolf that deals 4 damage to aid the wearer.
Commanding the wolf to sit will cause it to lose aggro Feeding the wolf will grant it strength for 60 seconds Additional Canine pieces will spawn more wolves if the wolf is named it will drop its nametag on despawning |
rare |
Radiant |
Equipped | A constant floating light will follow the wearer.
Crouching will cause the light to Glow and pulse with flashes of light. |
common | |
Equestrian | Equipped | Mounts have Resistance and Speed I/II/III
Level of Speed stacks like enchantments, so two pieces with level III will result in level IV |
common | |
Dashing | -5-20% Movement Speed | Equipped | Speed & Hunger ramping from level I to V every 5 seconds
as long as the wearer keeps sprinting. Swimming keeps the current speed and hunger but doesn't ramp. Every additional Dashing piece reduces the time between levels by 50% |
common |
Hearty | Armor set to 0 | Equipped | + Max Health equal to the base armor of this piece | common |
Psychic | -10-25% Attack Speed | Equipped | A sword will circle around you at 3.5 blocks distance, crouching will cause the
sword to close in and spin faster. The material and damage of the sword is dependent on the armour material:
|
rare |
Wild Magic | On taking damage | Apply a random potion effect with a random duration to self | epic | |
Vorpal | +1 Knockback Resist | On taking damage | Teleport to a random location within 8 blocks | epic |
Unlinked | Linked | Only works after the armour piece has been renamed
Link to any other player wearing an Unlinked armour piece that has the same name, Health of all players in a link will always be the same. |
epic |
- ↑ Obtained by fully charging a Devouring armor piece