In Cursed Walking, a big use for your mod, it's almost not worth enchanting armor due to the sheer damage output of most zombies and weapons.
Since your mod caters more to heavily modded mc than vanilla, I see no reason why your armor should follow vanilla durability standards.
Myself and others propose the following solutions:
Increase your armor's durability's from 125 to 350 points (potentially more if you see fit), across the board. It's worth pointing out that this armor is canonically made from modern materials as opposed to cooked iron slag and precious gems, and as such could stand to have substantially more durability.
Implement a feature such that MA armor pieces have effective Unbreaking 1 on them when crafted, like AE2's Fluix tools have effective Looting 1.
Such changes will allow armor to be reasonably enchanted in CW and other packs with high environmental damage output.
In Cursed Walking, a big use for your mod, it's almost not worth enchanting armor due to the sheer damage output of most zombies and weapons.
Since your mod caters more to heavily modded mc than vanilla, I see no reason why your armor should follow vanilla durability standards.
Myself and others propose the following solutions:
Increase your armor's durability's from 125 to 350 points (potentially more if you see fit), across the board. It's worth pointing out that this armor is canonically made from modern materials as opposed to cooked iron slag and precious gems, and as such could stand to have substantially more durability.
Implement a feature such that MA armor pieces have effective Unbreaking 1 on them when crafted, like AE2's Fluix tools have effective Looting 1.
Such changes will allow armor to be reasonably enchanted in CW and other packs with high environmental damage output.