Armor materials now mean something beyond their armor value.
| Material | Resists |
|---|
| Netherite | Fire |
| Diamond | Explosion |
| Gold | Magic, indirect magic, wither, dragon breath |
| Iron, Chainmail | Projectile |
| Copper | Poison and magic |
| Leather | Fall damage |
Each worn piece contributes 5%. A full matching set is 20%.
Three reductions apply as successive multipliers before armor absorption is calculated: the innate material resistance, Warding, and Last Stand. They multiply rather than add, so nothing here produces an immunity.
This applies to armored mobs too. A skeleton wearing gold is genuinely harder to kill with a potion.
Full netherite is still the best all-round set. It is no longer the best set for every situation. Walking into a bastion, gold is doing real work against magic damage. Diving a creeper farm, diamond is the correct chestplate. Falling is leather's whole answer, and leather is the one material you can make on day one.
Damage type resistance is not visible on the tooltip. It is a property of the material itself, so the rule to remember is the table above, not a number on the item.