Vositalar
Zirh himoyasi kalkulyatori
Istalgan toʻrtta zirh qismini birlashtiring va nuqtalarni emas, zararning haqiqiy kamayishini koʻring.
Ushbu qoʻllanma hozircha faqat ingliz tilida mavjud. Maʼlumotnoma sahifalari — bloklar, buyumlar, moblar, biomlar va retseptlar — toʻliq tarjima qilingan.
The armour bar is misleading. Twenty armour points is drawn as ten full chestplate icons, and it is easy to assume that means 100% protection, or at least that the number scales evenly. It does not. Twenty points caps out at 80% reduction, and — crucially — only against small hits. Against a big enough hit, armour points alone are worth just 0.8% each, so full diamond drops from 80% down toward 16%. What stops that collapse is a second, invisible stat called armour toughness, which only diamond and netherite have.
That is the real reason netherite is worth the ancient debris. Netherite has exactly the same 20 armour points as diamond — the upgrade adds nothing to the bar — but three toughness per piece instead of two, plus 10% knockback resistance per piece. Against a creeper at point-blank range, that difference is several hearts.
Build any set below, including mismatched pieces and empty slots, and drag the damage slider to see what a hit of that size actually costs you. The table underneath shows the same set against a handful of real threats, from a zombie punch to a charged creeper.
20 health points = 10 hearts
A 10-damage hit (5.0 hearts) becomes 2.80 damage (1.4 hearts). You would survive 7 hits like that from full health.
| Source | Raw | After armour | Reduced by |
|---|---|---|---|
| Zombie, normal difficulty | 3 | 0.67 | 78% |
| Diamond sword hit | 7 | 1.79 | 74% |
| Fully charged bow shot | 9 | 2.45 | 73% |
| Iron golem | 15 | 4.80 | 68% |
| Creeper explosion, point blank | 49 | 29.01 | 41% |
| Charged creeper, point blank | 97 | 81.48 | 16% |
These figures are armour only. Protection enchantments, the Resistance effect and absorption hearts all apply afterwards, in that order, and are not included here. Nor is armour durability: a piece at low durability still gives its full armour value until it breaks. Some damage bypasses armour entirely — fall damage, drowning, starvation, poison, the void and /kill — so no armour set reduces those at all.
How this works
The formula
Java Edition computes the damage that gets through as:
taken = damage × (1 − min(20, max(armor ÷ 5, armor − damage ÷ (2 + toughness ÷ 4))) ÷ 25)
Three parts do the work:
armor − damage ÷ (2 + toughness ÷ 4)— the main term. Bigger hits eat into your effective armour, and toughness slows how fast they do it.max(armor ÷ 5, …)— a floor. However huge the hit, each armour point still buys you 0.8% reduction, so 20 points never falls below 16%.min(20, …)— a ceiling. Effective armour is capped at 20, which is 80% reduction. This is why a five-piece set is impossible and why extra armour points past 20 would do nothing.
A worked example
Full diamond against a 10-damage hit. Armour 20, toughness 8 (2 per piece). The main term is 20 − 10 ÷ (2 + 8÷4) = 20 − 10 ÷ 4 = 17.5. The floor is 20 ÷ 5 = 4, so the max is 17.5; the ceiling of 20 does not bite. Reduction is 17.5 ÷ 25 = 70%, so you take 3 damage — one and a half hearts.
Now full netherite against the same hit. Armour 20, toughness 12 (3 per piece). The main term is 20 − 10 ÷ (2 + 3) = 20 − 2 = 18, giving 18 ÷ 25 = 72% and 2.8 damage. A small edge at 10 damage — but push the hit to 49 (a point-blank creeper) and diamond gives 20 − 49÷4 = 7.75 → 31%, while netherite gives 20 − 49÷5 = 10.2 → 40.8%. The gap widens exactly where it matters.
Armour points, tier by tier
Full sets: leather 7, gold 11, chainmail 12, iron 15, diamond 20, netherite 20. Toughness is 0 for everything except diamond (2 per piece, 8 total) and netherite (3 per piece, 12 total). Knockback resistance exists only on netherite, at 0.1 per piece — a full set resists 40% of incoming knockback. A turtle shell is a 2-point helmet with no toughness, worn for the water-breathing effect rather than the protection.
What this does not include
This is armour only. Protection enchantments apply after the armour calculation, capped at 80% between them, and the Resistance effect applies after that; the two together with full armour can approach 96% reduction. Absorption hearts soak damage before any of it. None of that is modelled here, because mixing it in would hide the thing the tool exists to show.
Where we are less certain
The formula and the per-piece values are exact and stable across recent Java versions. The “typical hits” table is the soft part: mob damage varies with difficulty (a zombie deals 2.5 on Easy, 3 on Normal, 4.5 on Hard), and explosion damage depends on your exact distance and line of sight to the blast, so the creeper figures are worst-case point-blank values rather than what you will usually take. Treat that table as a feel for the scale, and the slider above it as the exact answer. Bedrock Edition uses a different armour formula and this page does not describe it.