Combat Expanded/Armour: Difference between revisions

m
Same as Weapons
(update to CE)
m (Same as Weapons)
 
(7 intermediate revisions by 2 users not shown)
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{| class="wikitable sortable mw-collapsible mw-collapsed"
=== Armor ===
{| class="wikitable sortable mw-collapsible"
! colspan="6" | Possible Armor Modifiers
! colspan="6" | Possible Armor Modifiers
|-
|-
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|Natural Regeneration Active
|Natural Regeneration Active
| +0.5-2 Attack Damage
| +0.5-2 Attack Damage
Mobs within 16 blocks have {{Stack|effect:Glowing}} Glowing
Mobs within 24 blocks have {{Stack|effect:Glowing}} Glowing
| rowspan="2" data-sort-value="1" | common
| rowspan="2" data-sort-value="1" | common
| rowspan="2" |'''Mountainous'''
| rowspan="2" |'''Mountainous'''
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|'''Mountainous'''
|'''Mountainous'''


'''Dark'''
'''[[#Dark|Dark]]'''
|-
|-
|
|
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Applying a "Charge" to a target that already has 6 stacks will strike
Applying a "Charge" to a target that already has 6 stacks will strike


them with lightning after a delay. The struck target takes 30 extra
them with lightning after a delay. The struck target takes 42 extra
 
lightning damage (16 for players), entities within 2.5 blocks take half


lightning damage (10 for players)
of the extra damage
| data-sort-value="1" |common
| data-sort-value="1" |common
|'''Mountainous'''
|'''Mountainous'''
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'''Growth'''
'''Growth'''
|-
|-
|{{Stack|Iron Chestplate|name=Fractal Iron Chestplate|lore=/&7When High on Health:/&cTake Damage//&7When Equipped:/&9Resistance III//&7When on Body:/ &9+6 Armor}}Fractal
|{{Stack|Iron Chestplate|name=Fractal Iron Chestplate|lore=/&7When High on Health:/&cTake Damage/&cRegeneration Immunity//&7When Equipped:/&9Resistance III//&7When on Body:/ &9+6 Armor}}Fractal
|{{Stack|effect:Resistance}}Resistance III
|{{Stack|effect:Resistance}}Resistance III
|Health above 50% of max
|Health above 50% of max
| Health gets set to half of Max Health
|Health gets set to half of Max Health
 
{{Stack|effect:Regeneration}} Immunity
| data-sort-value="1" | common
| data-sort-value="1" | common
|'''Flowering'''
|'''Flowering'''
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| -5-20% Movement Speed
| -5-20% Movement Speed
|Equipped
|Equipped
|{{Stack|effect:Speed}}Speed & {{Stack|effect:Hunger}}Hunger ramping from level I to V every 12.5 seconds
|{{Stack|effect:Speed}}Speed & {{Stack|effect:Hunger}}Hunger ramping from level I to V every 4 seconds as
as long as the wearer keeps sprinting. Swimming keeps the current speed
long as the wearer keeps sprinting. Swimming keeps the current speed


and hunger but doesn't ramp.
and hunger but doesn't ramp.
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|Armor set to 0
|Armor set to 0
|Equipped
|Equipped
| + Max Health equal to the base armor of this piece
| + Max Health equal to the armor of this piece
| data-sort-value="1" | common
| data-sort-value="1" | common
|'''Snowy'''
|'''Snowy'''
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| -1-3 Armor
| -1-3 Armor
|Equipped
|Equipped
| + 0.75 / 1 / 1.25 / 1.5 % Movement Speed & Attack Speed for every point of armor below 20.
| + 1.5 / 1.75 / 2 / 2.25% Movement Speed & Attack Speed for every point of armor below 20
|common
|common
|'''Flowering'''
|'''Flowering'''
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*Iron / Gold = Iron / Gold Sword - 4 damage
*Iron / Gold = Iron / Gold Sword - 4 damage
*Diamond / Netherite = Diamond / Netherite Sword - 5 damage
*Diamond / Netherite = Diamond / Netherite Sword - 5 damage
Dealing damage with a sword will reduce the armors durability by 1 (affected by unbreaking)
| data-sort-value="2" | rare
| data-sort-value="2" | rare
|'''Burned'''
|'''Burned'''
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Health of all players in a link will always be the same.
Health of all players in a link will always be the same.
Max Health will be set to the average between linked players.
| data-sort-value="3" | epic
| data-sort-value="3" | epic
|'''Deep Dark'''
|'''Deep Dark'''
|}
|}
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