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Armor damage reductions for each class

Discussion in 'Capture the Flag' started by _Pai, Jun 17, 2020.

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  1. _Pai

    _Pai Well-Known Member

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    With the new chemist testing I've seen a lot of people confused about how much more damage chemist takes now than before, and about how much damage things do in general. I've decided to create this guide to how much damage is reduced by each class' armor, according to https://minecraft.gamepedia.com/Armor/Before_Java_Edition_1.9. To sum, briefly: Each armor point reduces incoming damage by 4%. Each protection enchantment reduces incoming damage according to its EPF. The EPF is capped at 25, multiplied by a random number between 0.5 and 1, and capped at 20. Damage is then reduced by 4% per EPF, however this reduction takes place after it it reduced by armor. The formula for finding the damage reduction in this case is (1-armor reduction)*(1-enchantment reduction)=(1-total reduction).

    Heavy
    Heavy has 20 armor points for 80% damage reduction.

    Archer
    Archer has 12 armor points for 48% damage reduction.

    Medic
    Medic has 11 armor points for 44% damage reduction.

    Soldier
    Soldier has 15 armor points for 60% damage reduction.

    Assassin
    Assassin has 1 armor point for 4% damage reduction.

    Old Chemist
    Old Chemist had 10 armor points for 40% damage reduction. Additionally, resistance I gives it an additional 20% damage reduction that takes place after the armor reduction like enchantments. This gives it a sum of 52% damage reduction.

    New Chemist
    New Chemist has 10 armor points for 40% damage reduction. Additionally, it has two pieces with protection I for 2 EPF. Applying multiplication by a number between 0.5 and 1 makes this 1-2 EPF, however since the value is then rounded up it will be 2 99% of the time. This gives it 8% damage reduction and rarely 4% damage reduction. This gives it 44.8% damage reduction, or rarely, 42.4% damage reduction.

    Dwarf
    Dwarf has 17 armor points for 68% damage reduction.

    Elf
    Elf has 6 armor points for 24% reduction. Additionally, it has one piece with Prot III and two with prot II for an EPF of 7. Multiplying it by 0.5-1 and rounding, it can be 4-7 for a damage reduction of 16-28%. This gives it a total damage reduction of 36.16%-45.28%.

    Engineer
    Engineer has 9 armor points for 36% reduction. Additionally, all pieces have prot I for an EPF of 4, which becomes 2-4 EPF for 8%-16% damage reduction. The total damage reduction is 41.12%-46.24%

    Mage
    Mage has 6 armor points for 24% damage reduction. Additionally, it has 1 piece with prot II giving it 2 EPF. Like chemist, this becomes 2 EPF or very rarely 1 EPF for a reduction of 4-8%. It has a total damage reduction of 27.04%-30.08%.

    Necro
    Necro has 14 armor points for a damage reduction of 56%.

    Ninja
    Ninja doesn't have any damage reduction.

    Pyro
    Pyro has 10 armor points for a damage reduction of 40%.

    Scout
    Scout has 2 armor points for a damage reduction of 8%. Additionally, it has prot 1 for 1 EPF (which can only be 1 EPF even if multiplied by 0.5) and 4% damage reduction. In total it has 11.68% damage reduction.

    Fashonista
    Fashionista has 7 armor points for a damage reduction of 28%.

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    [​IMG]
     
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  2. Salty_Ivan

    Salty_Ivan Well-Known Member

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    This is a wonderful little informative post, but I think it could be slightly improved.

    Damage reduction is only a part of a class’s heal pool. Of course, the amount of steak/healing they have will matter as well. Old Chemist may have had way less damage reduction than Heavy, but it could tank almost as much damage as Heavy without accounting for regen (which can vary quite a bit in how much it heals every life). Archer may have more damage reduction than Medic, but it’s way tankier.

    For classes with steak, you could account for their total health assuming steak is used optimally: total health = (20 + 8 * amount of steak) / (1 - damage reduction).
    Divide by 2 for total health pool in hearts.

    For Chemist, it’s a safe bet to use 12 or 13 per health pot as that’s about how much it heals thrown near your feet.
     
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  3. abrakadabrax

    abrakadabrax Active Member

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    this is so much better than searching off the wikis everytime I got confused again the past years.
     
  4. Zarpin

    Zarpin #1 6ᴏʙʙʏ ꜰᴀɴ & ʙʀᴀᴡʟ ᴠᴏᴛᴇʀ (◕︵◕)

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    This is so helpful, thanks.
     
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  5. Dixse

    Dixse Member

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    Very helpful information especially for people that don’t play that game mode and are learning and are wondering how to play the game to the best of their abilities
     
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  6. _Pai

    _Pai Well-Known Member

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    Part 2: Effective Health

    Using the formula Ivan suggested: health = (20 + 8 * amount of steak) / (1 - damage reduction) with one exception to be explained.

    Heavy has 20 + 24 health from steak and a 80% damage reduction for 220 effective health.

    Soldier has 20 + 32 health from steak and a 60% damage reduction for 130 effective health.

    Medic has 20 + 48 health from steak and a 44% damage reduction for 121.43 effective health.

    Archer has 20 + 32 health from steak and a 48% damage reduction for 100 effective health.

    Assassin has 20 health and 4% damage reduction for 20.83 effective health.

    Old Chemist has 20 + 60 health from pots and 52% damage reduction for 166.67 effective health.

    New Chemist has the same amount of health but 44.8% damage reduction for 144.93 effective health.

    Dwarf has 20+24 health from steak and 68% damage reduction for 137.5 effective health.

    Elf has 20+40 health from steak and 45.28%-36.16% damage reduction for between 109.65 and 93.98 effective health.

    Engineer has 20+40 health from steak and 46.24%-41.12% damage reduction for between 111.61 and 101.90 effective health.

    Mage has 20 health and 30.08% damage reduction for 28.60 effective health, however with proper heal spell timing, it can have an infinite healthpool.

    Necro has 20+32 health from steak and 56% damage reduction for 118.18 effective health.

    Ninja has 20 health.

    Pyro has 20+32 health from steak and 40% damage reduction for 86.67 effective health.

    Scout has 20+16 health from steak and 11.68% damage reduction for 40.76 effective health.

    Fashionista has 20+48 health from steak and 28% damage reduction for 94.44 effective health.

    Ranked:
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  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    ninja having no damage reduction with no armor was a bit of a shocker ngl
     
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  8. Salty_Ivan

    Salty_Ivan Well-Known Member

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    These classes also have methods of regen, so the numbers aren't everything.
     
  9. _Pai

    _Pai Well-Known Member

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    It would be really hard to calculate regen as regen is time dependent. I think it does make a bit of difference for medic, engineer, and chemist but not so much for elf and ninja since it's hard for them to use their regen in a fight. Overheal is also tough to deal with as it depends on the skill of the necro or assassin.
     
  10. Salty_Ivan

    Salty_Ivan Well-Known Member

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    Yes, sorry, I didn't make that clear. I had been thinking that ever since I first brought this up but didn't say above that it's really hard to calculate and shouldn't be considered.
     
  11. RyGuy

    RyGuy developer man

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    https://ryguy88228.github.io/ctfdmgcalc/ i watched movies all night and needed a project while doing it, thought it could be useful for suggested meta changes
    lmk if things are wrong but the math should all be right
     
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  12. Salty_Ivan

    Salty_Ivan Well-Known Member

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    The values for Health 2 potions are incorrect. Should be +8 and not +7.
     
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  13. lnformative

    lnformative Well-Known Member

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    ew ajax and js
     
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