Durability for armor is the amount of damage they can absorb when worn. From chand's answer:
Base Durability (½hearts absorbed)
Protection Leather Gold Iron Diamond
Helmet 1.5 34 68 136 272
Chestplate 4 49 96 192 384
Leggings 3 46 92 184 368
Boots 1.5 40 80 160 320
So, better armor certainly last longer. Do they provide better protection though? It depends.
The protection factor (% of damage absorbed) is:
Sum of durabilities
─────────────────────── × Sum of base protection × 8%
Sum of max durabilities
So a brand new full-body leather suit will give you 80% protection, just like a brand new diamond suit. However, material does make a difference in durability too — in both good and bad ways.
Example:
Armor Material Durability Base P Armor Material Durability Base P
Helmet Leather 17/ 34 1.5 Helmet Leather 34/ 34 1.5
Chestplate Leather 25/ 49 4 Chestplate Leather 49/ 49 4
Leggings Leather 23/ 46 3 Leggings Leather 46/ 46 3
Boots Leather 40/ 40 1.5 Boots Leather 20/ 40 1.5
↓ ─── ─── ──── ↓ ─── ─── ────
Protection: 49% = 8% × 105/169 × 10 Protection: 70% = 8% × 149/169 × 10
Armor Material Durability Base P Armor Material Durability Base P
Helmet Leather 17/ 34 1.5 Helmet Leather 34/ 34 1.5
Chestplate Leather 25/ 49 4 Chestplate Leather 49/ 49 4
Leggings Leather 23/ 46 3 Leggings Leather 46/ 46 3
Boots Iron 160/160 1.5 Boots Iron 80/160 1.5
↓ ─── ─── ──── ↓ ─── ─── ────
Protection: 62% = 8% × 225/289 × 10 Protection: 57% = 8% × 209/289 × 10
A half-worn leather suit with brand new iron boots (the cheapest iron armor) protects much more than a half-worn leather suit with brand new leather boots (62% vs 49%). However, a brand new leather suit with half worn iron boots protects much less than a brand new leather suit with half worn leather boots (57% vs 70%).
This is because the total armor wear is not the average of each item's wear, so the better material an item is, the more heavily it weighs in determining the overall quality. As shown, this makes things better and worse.
So, if you need a quick boost to your survivability, temporarily swap in iron armor; be aware that once it starts wearing down, those iron boots are going to be a liability, rather than a boost. To use them to their fullest you'll need a full iron suit.
First note that the Enchanting page on the wiki says that Protection, Fire Protection, Blast Protection, and Projectile Protection are all mutually exclusive, but it looks like you can have Feather Falling on boots with one of the other enchantments.
The Armor page linked in the question has a table of "Enchantment Protection Factors" provided by each enchantment. I have duplicated the relevant parts of the table below:
![Armor protection EPF table](https://i.stack.imgur.com/ptBi7.png)
Since increasing the level of the enchantment only increases the EPF, when trying to find the "best" protection it is only worth looking at the highest level enchantment. The article also says that in order to maximize protection from a particular kind of damage, you would need 25 points of protection for that damage type.
Since there are 3 different types of damage, one would need 75 effective points of protection, but since each armor can add either up to 11 points to one type of protection or 5 points to each type (which is like adding 15 total), the max is 60 effective points of protection. So, you can't max out everything. And plain Protection can't be maxed out at all. Therefore, the best armor depends on what you are looking for:
If you want to maximize the minimum protection value:
Put Protection IV on each piece of armor. This will give you 20 points in every type of protection. As a side bonus, if you put any level of Feather Falling on the boots, you will max out fall damage protection.
- Protection EPF: 20
- Fire EPF: 20
- Blast EPF: 20
- Projectile EPF: 20
- Feather Falling EPF: 38 (capped to 25)
If you want to maximize the average of protection values:
Again, put Protection IV on each piece of armor. Adding Protection IV to a piece of armor adds 5 to each protection type, so it adds 5 to the average. Adding any other protection enchantment adds at most 11/3<5 EPF on average.
- Protection EPF: 20
- Fire EPF: 20
- Blast EPF: 20
- Projectile EPF: 20
- Feather Falling EPF: 38 (capped to 25)
If you want to prioritize a particular protection type:
Plain old Protection:
Put Protection IV on all 4 pieces of armor.
- Protection EPF: 20
- Fire EPF: 20
- Blast EPF: 20
- Projectile EPF: 20
- Feather Falling EPF: 38 (capped to 25)
Projectile Protection then Blast Protection:
Put Projectile Protection IV on two pieces of armor, Blast Protection IV on one piece of armor, and Protection IV on the last piece of armor.
- Protection EPF: 5
- Fire EPF: 5
- Blast EPF: 16
- Projectile EPF: 27 (capped to 25)
- Feather Falling: 23
Projectile Protection, then Fire Protection:
Put Projectile Protection IV on two pieces of armor, Fire Protection IV on one piece of armor, and Protection IV on the last piece of armor.
- Protection EPF: 5
- Fire EPF: 14
- Blast EPF: 5
- Projectile EPF: 27 (capped to 25)
- Feather Falling: 23
Blast Protection then Projectile Protection:
Put Blast Protection IV on two pieces of armor, Projectile Protection IV on one piece of armor, and Protection IV on the last piece of armor.
- Protection EPF: 5
- Fire EPF: 5
- Blast EPF: 27 (capped to 25)
- Projectile EPF: 16
- Feather Falling: 23
Blast Protection then Fire Protection:
Put Blast Protection IV on two pieces of armor, Fire Protection IV on one piece of armor, and Protection IV on the last piece of armor.
- Protection EPF: 5
- Fire EPF: 14
- Blast EPF: 27 (capped to 25)
- Projectile EPF: 5
- Feather Falling: 23
Fire Protection, then the other two
Put Fire Protection IV on 2 pieces of armor and Protection IV on two pieces of armor.
- Protection EPF: 10
- Fire EPF: 28 (capped to 25)
- Blast EPF: 10
- Projectile EPF: 10
- Feather Falling: 28 (capped to 25)
Fire Protection then Projectile Protection:
Put Fire Protection IV on 3 pieces of armor and Projectile Protection IV on one piece of armor.
- Protection EPF: 10
- Fire EPF: 27 (capped to 25)
- Blast EPF: 0
- Projectile EPF: 11
- Feather Falling: 18
Fire Protection then Blast Protection:
Put Fire Protection IV on 3 pieces of armor and Blast Protection IV on one piece of armor.
- Protection EPF: 0
- Fire EPF: 27 (capped to 25)
- Blast EPF: 11
- Projectile EPF: 0
- Feather Falling: 18
Best Answer
As of 1.9, armor is now an attribute, named
generic.armor
.When the
AttributeModifiers
tag is specified on an item, any default modifiers are ignored, which includes thegeneric.armor
modifier for armor (andgeneric.armorToughness
for diamond armor as well).You will need to re-specify those modifiers. You may also want to use the new
Slot
string tag for modifiers, which allows you to specify exactly which armor slot the modifier applies in (with values "head", "chest", "legs", "feet", "mainhand", and "offhand").