For every damage cause, there is an edit field on its right that allows you to configure the resistance
against that particular damage cause (in percents). To demonstrate this, let's consider what happens if
you change the resistance against falling damage (the edit field on the right of 'Fall:').
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If you keep it at 0%, players wearing this armor piece will get falling damage like normal.
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If you change it to 50%, players wearing this armor piece will get only half of the falling damage.
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If you change it to 90%, players wearing this armor piece will get only 10% of the falling damage.
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If you change it to 100%, players wearing this armor piece will become completely immune to falling damage.
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If you change it to 150%, players wearing this armor piece will heal upon taking falling damage
for half of the damage they would have taken.
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If you change it to -100%, players wearing this armor piece will get twice as much falling damage.
These were just examples, you can use any integer value you want, but it has to be between -10000% and
10200% (why would you ever want to exceed such values anyway?). When players have multiple pieces of custom
armor with damage resistances equipped, the resistance percentages of the pieces will be summed up:
If both the boots and the chestplate give 50% resistance against 'Fall', the player will get 100%
resistance and thus becomes completely immune to falling damage.
A few more things to note:
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If you want players who wear the custom armor piece to become immune to all fire damage, you
should not only set the resistance to 'Fire' to 100%, but also those of 'Fire tick', 'Lava'
and 'Hot floor'.
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When the resistance against a damage source is 100% or higher, the behavior will depend on the value
of Cancel attacks when custom armor damage resistance is at least 100 percent in the config.
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If it is true (the default value), the player will no longer become red, play hurt
sounds or lose armor durability upon 'taking damage' from that damage source.
When players take damage normally, they can temporarily not take any other damage
(roughly half a second), so when players are swimming in lava, this causes the player to
survive much longer because they only take damage once or twice per second instead of the 20
times per second if that short damage immunity wouldn't exist.
When the resistance against a damage cause is 100% or higher, that brief damage immunity will
not be given.
So when the resistance against lava would be above 100%, the player will heal from it 20
times per second, which will heal very fast.
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If it is false, the player will become red, play hurt sounds, and lose armor
durability as usual. The only difference is that the player won't lose any health
(when resistance is exactly 100%) or even regains health (when resistance is larger than
100%).
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The /kill command uses the 'Void' damage source.
So make sure not to let items reach the 100% resistance against 'Void' because that will make
them immune to the /kill command. (You can still kick or ban them, but it's quite inconvenient.)