When hitting an armor wearing player or mob with a pickaxe, you have a chance to temporarily disable some of their armor for 5 seconds. Disabled armor will not provide armor points or toughness, but enchantments will work perfectly fine on the armor. The armor bar should flash when your armor is disabled.
This mechanic will work depending on the armor type and the efficiency level of the axe. Individual armor pieces have a default "breakability" chance depending on the material; diamond is 10%, iron/gold are 15%, chainmail is 5% (because chainmail needs a use), and leather/turtle is 0% (because pickaxes don't mine those). The chance for disabling each armor piece when hitting with a pickaxe is also increased by 1% per efficiency level on the pickaxe (so you can rarely disable leather/turtle armor using efficiency). The final resulting chance is doubled when doing a critical hit. To prevent this from being too overpowered, you cannot "re-disable" an armor piece that's already disabled, and you cannot disable armor points that don't come from armor.
This mechanic would be useful because it gives pickaxes a use in combat alongside other weapons. A pickaxe will be most effective when doing a critical hit then swapping to a more damaging weapon to effectively hurt a player or mob (especially if they have diamond armor due to reduced armor toughness, so the more damage per hit, the better). This feature would improve strategy along with what the new combat test might introduce.
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