I recently installed a plugin that allows me to bypasss max enchant levels, will full protection 5 protect me more than protection 4? If so, what is the max protection level before it is capped?
All enchantments are limited to a maximum of 20 "enchantment protection factor" points, giving 80% damage reduction - anything above this will have no further effect and it is reached with a full set of Protection 5 or a single piece with Protection 20 (the total EPF for regular Protection is the same as the enchantment levels on all pieces added up; the damage-specific forms have 2-3 EPF per level):
When a player or mob wearing armor is subjected to damage, the EPFs of all applicable enchantments are added together, capped at 20, and then damage is reduced as damage = damage * (1 - (cappedEPF / 25)), giving a maximum reduction of 80% at EPF 20.
Because of the caps in the calculation, it is possible to achieve maximum protection against specific types of damage with just three pieces of armor. For example, two pieces of armor with Blast Protection IV (EPF 8 each) and a single piece with Protection IV (EPF 4) would give a total EPF of 20 versus explosions. Any additional EPF would be wasted against explosions (but might be useful against other types of damage, if applicable).
The only way to completely negate (most) damage is with Resistance V, which reduces damage by 100%; otherwise, the most you can get with armor is 96% (80% from full diamond or netherite armor plus 80% of the remaining 20% from enchantments) and in practice this will be less due to armor penetration unless you modify the "armor toughness" attribute to be near-infinite (or play in a version prior to 1.9, but then enchantments are randomized to between 50-100% of the maximum, rounded up to the next 4%, giving as little as 52% damage reduction with 25 EPF (in these versions full Protection IV was 20 EPF or 40-80% and the limit was 25 EPF, capped to 80% after randomizing).
So from what I am reading, if I put on a full set of protection 5 Netherite Armor, (of course it is only level 4 but you can get 5 and way beyond with commands) it is reduced by 96% or 80% or in other words which would do only half a heart of damage on any sort of damage such as explosion, projectile, and so on, if I wanted to use purely Protection 5 and nothing else, how much overall damage would be inflicted on me (the player) would it be only half a heart for each hit of any type of damage (ignoring magic of course)?
So from what I am reading, if I put on a full set of protection 5 Netherite Armor, (of course it is only level 4 but you can get 5 and way beyond with commands) it is reduced by 96% or 80% or in other words which would do only half a heart of damage on any sort of damage such as explosion, projectile, and so on, if I wanted to use purely Protection 5 and nothing else, how much overall damage would be inflicted on me (the player) would it be only half a heart for each hit of any type of damage (ignoring magic of course)?
Why always half a heart? That is not how damage reduction works; 80% damage reduction (the maximum from enchantments alone) means you take 20% of the damage, no matter hoe high; 20% of 10 damage (e.g. Sharpness V diamond sword) = 2 damage or 1 heart; creeper explosion (max on Normal = 43) = 8.6 damage or about 4 1/2 hearts, and so on. Or did you mean what amount of damage inflicted would be required to end up with half a heart being taken?
including armor things are more complex since while armor (diamond or netherite) reduces damage by 80% it also depends on the damage taken, prior to any enchantment, decreasing by 1% per point of damage in full diamond and 0.8% per point in full netherite (this is what "armor toughness" affects; for comparison, other armor decreases by 2% per point of damage).
Putting these together, I calculate that about 15.5 damage inflicted will result in half a heart (1 point) of damage in full Protection V netherite:
penetration% is 0.8% for netherite, 1% for diamond, and 2% for anything else (each piece of diamond reduces the base of 2% by 0.25% and each piece of netherite reduces it by 0.3%). The minimum result of (armor% - damage * penetration%) is also limited to 20% of the original armor value, which occurs at 80 for netherite, 64 for diamond, and 24 for iron.
For comparison, full diamond reduces the damage required to about 14.5 and full iron reduces it to about 9. With Protection IV (64% damage reduction) it takes about 10 damage in netherite, 9.5 in diamond, and 5.5 in iron. Without enchantments it takes about 4.3 damage in netherite, 4.2 in diamond, and 2.3 in iron, so you can see that enchantments are far more important than armor itself, and the difference between diamond and netherite is quite small (it does matter more at very high levels of damage).
Also, in older versions (before 1.9) armor always gives the full amount of protection but enchantments are randomized, but if it were not, or you get lucky, then you'd be able to take 25 damage in diamond/netherite and in 12.5 in iron with Protection IV or higher (back then enchantments were randomized by 50-100% of their initial EPF, which was 20 for Protection IV and capped at 25, and fractional values rounded (13-25 for an EPF of 25), with the randomized value capped again at 80%; as such, Protection IV is randomized to 40-80% and the maximum is 52-80%, with 80% being reached about 40% of the time. The worst-case of 40% for Protection IV means that as little as 8.5 damage is required to take 1 damage in diamond, or only 1/3 of the the maximum; this also means that e.g. Feather Falling is wildly inconsistent - you could survive a 100+ block fall but die from less than half the height, which is probably why they made it non-random in 1.9; similarly, 1.6 de-randomized sword enchantment damage, but bow critical damage is still random).
I recently installed a plugin that allows me to bypasss max enchant levels, will full protection 5 protect me more than protection 4? If so, what is the max protection level before it is capped?
All enchantments are limited to a maximum of 20 "enchantment protection factor" points, giving 80% damage reduction - anything above this will have no further effect and it is reached with a full set of Protection 5 or a single piece with Protection 20 (the total EPF for regular Protection is the same as the enchantment levels on all pieces added up; the damage-specific forms have 2-3 EPF per level):
The only way to completely negate (most) damage is with Resistance V, which reduces damage by 100%; otherwise, the most you can get with armor is 96% (80% from full diamond or netherite armor plus 80% of the remaining 20% from enchantments) and in practice this will be less due to armor penetration unless you modify the "armor toughness" attribute to be near-infinite (or play in a version prior to 1.9, but then enchantments are randomized to between 50-100% of the maximum, rounded up to the next 4%, giving as little as 52% damage reduction with 25 EPF (in these versions full Protection IV was 20 EPF or 40-80% and the limit was 25 EPF, capped to 80% after randomizing).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
ok cool, thanks!
So from what I am reading, if I put on a full set of protection 5 Netherite Armor, (of course it is only level 4 but you can get 5 and way beyond with commands) it is reduced by 96% or 80% or in other words which would do only half a heart of damage on any sort of damage such as explosion, projectile, and so on, if I wanted to use purely Protection 5 and nothing else, how much overall damage would be inflicted on me (the player) would it be only half a heart for each hit of any type of damage (ignoring magic of course)?
Why always half a heart? That is not how damage reduction works; 80% damage reduction (the maximum from enchantments alone) means you take 20% of the damage, no matter hoe high; 20% of 10 damage (e.g. Sharpness V diamond sword) = 2 damage or 1 heart; creeper explosion (max on Normal = 43) = 8.6 damage or about 4 1/2 hearts, and so on. Or did you mean what amount of damage inflicted would be required to end up with half a heart being taken?
including armor things are more complex since while armor (diamond or netherite) reduces damage by 80% it also depends on the damage taken, prior to any enchantment, decreasing by 1% per point of damage in full diamond and 0.8% per point in full netherite (this is what "armor toughness" affects; for comparison, other armor decreases by 2% per point of damage).
Putting these together, I calculate that about 15.5 damage inflicted will result in half a heart (1 point) of damage in full Protection V netherite:
damageTaken = damage * (1 - (80% - damage * 0.8%)) * (1 - 80%)
or
damageTaken = damage * (1 - (armor% - damage * penetration%)) * (1 - enchantment%)
penetration% is 0.8% for netherite, 1% for diamond, and 2% for anything else (each piece of diamond reduces the base of 2% by 0.25% and each piece of netherite reduces it by 0.3%). The minimum result of (armor% - damage * penetration%) is also limited to 20% of the original armor value, which occurs at 80 for netherite, 64 for diamond, and 24 for iron.
For comparison, full diamond reduces the damage required to about 14.5 and full iron reduces it to about 9. With Protection IV (64% damage reduction) it takes about 10 damage in netherite, 9.5 in diamond, and 5.5 in iron. Without enchantments it takes about 4.3 damage in netherite, 4.2 in diamond, and 2.3 in iron, so you can see that enchantments are far more important than armor itself, and the difference between diamond and netherite is quite small (it does matter more at very high levels of damage).
Also, in older versions (before 1.9) armor always gives the full amount of protection but enchantments are randomized, but if it were not, or you get lucky, then you'd be able to take 25 damage in diamond/netherite and in 12.5 in iron with Protection IV or higher (back then enchantments were randomized by 50-100% of their initial EPF, which was 20 for Protection IV and capped at 25, and fractional values rounded (13-25 for an EPF of 25), with the randomized value capped again at 80%; as such, Protection IV is randomized to 40-80% and the maximum is 52-80%, with 80% being reached about 40% of the time. The worst-case of 40% for Protection IV means that as little as 8.5 damage is required to take 1 damage in diamond, or only 1/3 of the the maximum; this also means that e.g. Feather Falling is wildly inconsistent - you could survive a 100+ block fall but die from less than half the height, which is probably why they made it non-random in 1.9; similarly, 1.6 de-randomized sword enchantment damage, but bow critical damage is still random).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?