Fixes 320% damage reduction of Flux-Infused Armor

This fixes the bug/extreme overpowered-ness of the Flux-Infused armor, changing it so that it reduces regular damage by 80% rather than 320%, and flux damage 50% rather than 200%.

The bug lay in the fact that armor properties are applied once per piece, not once overall (see ISpecialArmor, ApplyArmor function, around line 131). The flux armor was passing in a damage reduction of 80% for each armor piece, which applies 4 times when wearing the full set, thus leading to a total reduction of 320%. The same thing was happening with flux damage, it was applying a 50% reduction for each piece, thus reducing it by 200% total. This meant that no flux or regular damage would ever make it through the armor until it ran out of power. The only possible way for damage to make it through was to use a damage type that ignored armor (MFR laser beam, tinkers rapier, fire, drowning, splash potion of harming, etc.).
The damage reduction values have been changed to (80% x (amount of armor the piece adds) / (20 total armor points)) so as to scale based on which pieces you have equipped. The flux reduction value has been changed to a flat 12.5% per piece, so that when all 4 pieces are equipped you get the original 50% reduction.

I also rebalanced the energy values of the armor to be more in line with the rest of the items. It now costs 400RF/damage compared to the old 80RF/damage, and it stores 160000RF compared to the original 400000RF. Also, Unbreaking now affects the energy cost much like the tools, so Unbreaking 3 causes it to only cost 160RF/damage. This is shown in the tooltip, and as such it has a new localization entry: info.redstonearsenal.armor.energyPerDamage. I am not comfortable in any other languages to warrant changing any of the other files except english, but I can add placeholders to the other localization files if necessary.

The durability changes balance the armor much closer to diamond armor, like the tools are somewhat balanced around diamond tools. Diamond armor has ~400 durability, and flux armor now has exactly 400 durability, upgradable to 1000 by adding Unbreaking 3. This is contrasted to the original value of 5000 regardless of Unbreaking. These values could actually be tweaked a bit lower, the flux tools have an equivalent durability of 800 by default and 2000 with Unbreaking 3, compared to diamond tools' durability of 1562. Tweaking the RF/damage up to 800 would cause the durability to be 200 by default and 500 with Unbreaking 3. By comparison, Iron armor has ~200 durability.

Overall this should alleviate many issues people have with the armor making people entirely too invincible.

Please feel free to ask any questions about the code or my findings, I'll be happy to answer :)