The 'Reach' Enchantment can be applied to weapons. What it does is increase the weapon's range by 1 block per level, capping at 3 (or 2).
This could synergize well with the Knockback enchantment as well, allowing the player to increase the total amount of knockback they can deal.
To balance this enchantment, the increased range could have a cooldown of say, 1 second (after you hit a mob once), and must be manually activated by blocking.
It is mainly to promote horse-to-horse combat, and to avoid 'lance' type weapons (I don't like lances in Minecraft because Minecraft does not have shields, or flails, so why a lance?).
Well balanced and really useful. It's especially easy to use, even when activating on cool down. But how much Experience Points would it generally cost
Ultra-redundant idea, but yeah, I can still support.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
0.3 is really too small. I was considering 0.5, but it doesn't work really well with horse-to-horse combat.
Besides, you can always get a Bow with Punch and Infinity if you want infinite kiting (which isn't really the point of this suggestion. Besides, infinite kiting with a weapon with more DPS than a Bow would be overpowered).
You only get the range bonus for 1 attack per second. Considering the average player attacks 10 times per second, it should not be too much.
Personally, I am more worried about Knockback enchantments, as kiting is always better than damage.
Players can attack as fast as the game can register separate mouse clicks, actually, but because of mercy invincibility you can only actually deal damage about twice a second. You'd basically have extended reach half the time on a sword, and presumably all the time on tools. You can theoretically cut down a horde of mobs in a second or two if you're all in range and have crazy mouse-movement skills or something (or hacks I guess).
This would be pretty OP in PvE; you only get two damaging extended swings per activation, but with most levels of Sharpness you can kill all mobs in two shots anyway; axes also have permanent Reach (since it's a tool, and it can't block) for the cost of half durability (relatively inconsequential) and one damage (doesn't mean anything with the huge boosts from Sharpness) making them fairly useful in PvE. The only real impact it would have in PvP is that everyone would have it, and the newbies that don't would get slaughtered even harder than they do normally.
I honestly don't see the point of this. Minecraft is easy and poorly-balanced enough to make diamond tier and enchantments irrelevant (due to being complete overkill); why are we adding more enchantments when the game is so easy that we can utterly steamroll it with iron stuff? Shouldn't we fix the difficulty first for Normal and Hard so the enchantments are actually useful instead of even more overkill?
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
This would be pretty OP in PvE; you only get two damaging extended swings per activation, but with most levels of Sharpness you can kill all mobs in two shots anyway; axes also have permanent Reach (since it's a tool, and it can't block) for the cost of half durability (relatively inconsequential) and one damage (doesn't mean anything with the huge boosts from Sharpness) making them fairly useful in PvE. The only real impact it would have in PvP is that everyone would have it, and the newbies that don't would get slaughtered even harder than they do normally.
Oops. Forgot to remove the 'tools' part.
Besides, most of the challenge mobs give you is when they come in a mob.
I honestly don't see the point of this. Minecraft is easy and poorly-balanced enough to make diamond tier and enchantments irrelevant (due to being complete overkill); why are we adding more enchantments when the game is so easy that we can utterly steamroll it with iron stuff? Shouldn't we fix the difficulty first for Normal and Hard so the enchantments are actually useful instead of even more overkill?
Another balance point you may add is make having this enchantment reduce to damage it can deal. With a couple of mods that have mid-range weapons they balance it that way. Support.
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If regular is Vanilla then what flavor is your Minecraft?
Besides, most of the challenge mobs give you is when they come in a mob.
Given that mobs of mobs tend to just function as beefier versions of one mob (in a game where everything that isn't you or a boss dies at the drop of a hat) they fail to pose a challenge at any level unless there are skeletons in the mob... and in that case it's not really the entire mob that's difficult, it's the skeletons that prevent you from actually hitting them.
The whole "two swings per activation" thing doesn't mean much when you throw extra mobs into the mix; it's only two swings per activation because of mercy invincibility. You can kill three mobs or more in the same activation since the mercy invincibility only applies to one mob when you hit it. Mobs are more challenging when they come at you in a group, yes, but there's barely a difference if there aren't multiple skeletons in the group and you can pretty much bulldoze through anything with unenchanted iron anyway.
Horse-to-horse combat.
Note that most of my argument is based on PvE, not PvP. Even in PvE it'd be more inconvenient to try to kill something from horseback than on foot even with the help of Range since your horse blocks the ground in front of you, where all the mobs are.
It won't really change horse combat much, since in all honesty people will just run up to eachother and smack them with swords on horses. It might make horse combat an option but it's a superficial option at best since it doesn't change anything about the core mechanics of combat or change how a fight would play out. It only changes how a fight will play out if you've got a person with Range fighting a person without Range, and the only difference is that the person without Range is probably dead... which isn't much of a difference anyway. It just means there's one more thing for people to gear up with for PvP that'll spell their doom if they don't have it for a fight.
In fact, since people on horses still have decreased range over people on foot, a person with a Range sword on foot will do better against a mounted person with a Range sword. It doesn't change anything since everyone will have it.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I honestly don't see the point of this. Minecraft is easy and poorly-balanced enough to make diamond tier and enchantments irrelevant (due to being complete overkill); why are we adding more enchantments when the game is so easy that we can utterly steamroll it with iron stuff? Shouldn't we fix the difficulty first for Normal and Hard so the enchantments are actually useful instead of even more overkill?
The durability of iron is VERY low; durability is why I think anything less than diamond is useless; try killing this many mobs in one play session with iron swords:
That's a LOT of iron swords, even several Unbreaking III swords, both due to the much lower durability and lower damage (the increased damage of diamond and from Sharpness enchantments multiply with Unbreaking due to fewer uses, especially on zombies, which require four non-critical hits to kill with an unenchanted iron sword (three for diamond and two for diamond + Sharpness III+); as a result I get around 1,560 mob kills worth of uses per repair, despite each repair (prior to 1.8) being only 50% at a time due to cost limits - compared to only 62-63 zombie kills with an unenchanted iron sword). Even a more typical play session, 1/3 to 1/2 of this, would see me having to make multiple iron swords.
Even if they made the attack damage (like mining speed) of gold better than diamond (or reversed the damage and armor protection stats of iron and diamond; of course, diamond armor protection would be extremely OP on iron and make diamond armor mostly useless unless they buffed the durability a lot) I'd still use diamond because it has more durability; this is especially important in 1.8 since it costs the same to repair a diamond item as anything else, thus you spend far less XP over the long run (this is also true in older versions, if not as significant due to infinite repairing), even factoring in the slightly lower enchantability of tools (but not armor, though that makes armor more likely to get stuff like Projectile Protection and Thorns; in any case, you can game the system by trying multiple items and blocking a bookshelf or two before enchanting, and you still spend far less XP per enchantment, 8x less if you enchant a junk item at 1 level).
That's also why I have a mod that gives you tools with 4,686 durability and armor with 4,500 durability (for all pieces, with one durability lost per hit regardless of damage; vanilla takes one durability per 4 points of damage, though for most mobs this doesn't matter since they deal less than 8 damage), the same ratio as iron tools over an iron chestplate (though I don't actually use these items since I stopped using a Fortune III pickaxe for all mining; they are only repairable one unit at a time for an absurd number of levels (anvil cap raised to 49, for these items only) since durability affects repair costs prior to 1.8), and increases the durability of diamond armor to 1,500, even as the latter is nerfed to 70% max damage reduction (allowing 50% more damage through and making enchantments necessary if you want to guarantee survival from point-blank creeper explosions on Hard; mob armor is stronger since it still uses 4% DR per armor point and lower tiers were rescaled to closely match the vanilla DR %; iron armor is 59.5% (17 armor points) on players and 68% on mobs, nearly as good as diamond armor on players).
Also, a "feature" (or bug) that shouldn't have been removed in 1.7 is swords losing durability with every single hit, even when hitting a mob while it is invincible, which just promotes spam-clicking; if you know that your sword will break faster you won't spam-click; I can nearly break a golden sword by clicking as fast as I can on a zombie, with only 5 hits actually registering but all hits taking durability.
The whole "two swings per activation" thing doesn't mean much when you throw extra mobs into the mix; it's only two swings per activation because of mercy invincibility. You can kill three mobs or more in the same activation since the mercy invincibility only applies to one mob when you hit it. Mobs are more challenging when they come at you in a group, yes, but there's barely a difference if there aren't multiple skeletons in the group and you can pretty much bulldoze through anything with unenchanted iron anyway.
Er...no. The increased range only works for 1 swing, after which it will trigger the cooldown.
Note that most of my argument is based on PvE, not PvP. Even in PvE it'd be more inconvenient to try to kill something from horseback than on foot even with the help of Range since your horse blocks the ground in front of you, where all the mobs are.
The durability of iron is VERY low; durability is why I think anything less than diamond is useless; try killing this many mobs in one play session with iron swords:
-megasnip-
The bonus durability on diamond is indeed huge, I won't deny that, and because of it they're the only sword worth enchanting. I still go by my statement that diamond tier is irrelevant, since you can still very easily steamroll everything with iron. It'll break quickly and you'll have to replace those tools, but it's not like that's an issue what with how common it is.
Er...no. The increased range only works for 1 swing, after which it will trigger the cooldown.
Misread it as "you activate it by blocking and it lasts for one second" rather than "you can't use it for a second after you hit something with it". Whoops, my bad.
You can't hit your horse anymore.
IIRC that doesn't mean you can hit things through your horse, which is the main issue.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
The 'Reach' Enchantment can be applied to weapons. What it does is increase the weapon's range by 1 block per level, capping at 3 (or 2).
This could synergize well with the Knockback enchantment as well, allowing the player to increase the total amount of knockback they can deal.
To balance this enchantment, the increased range could have a cooldown of say, 1 second (after you hit a mob once), and must be manually activated by blocking.
It is mainly to promote horse-to-horse combat, and to avoid 'lance' type weapons (I don't like lances in Minecraft because Minecraft does not have shields, or flails, so why a lance?).
You only get the range bonus for 1 attack per second. Considering the average player attacks 10 times per second, it should not be too much.
Personally, I am more worried about Knockback enchantments, as kiting is always better than damage.
Good idea actually. And I like the fact you've added a manual activation (parrying) to every hit. It really balances it out.
How rare would the enchantment be?
As rare as Silk Touch or Thorns?
Very well.
Support. Seems like a decent idea.
Well balanced and really useful. It's especially easy to use, even when activating on cool down. But how much Experience Points would it generally cost
Support.
Ultra-redundant idea, but yeah, I can still support.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
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There's no such thing as "Reach" enchantment to swords and tools.
No support due to redundant ideas
I like it, but I think .5 of a block or even .3 would be more reasonable.
What
0.3 is really too small. I was considering 0.5, but it doesn't work really well with horse-to-horse combat.
Besides, you can always get a Bow with Punch and Infinity if you want infinite kiting (which isn't really the point of this suggestion. Besides, infinite kiting with a weapon with more DPS than a Bow would be overpowered).
Players can attack as fast as the game can register separate mouse clicks, actually, but because of mercy invincibility you can only actually deal damage about twice a second. You'd basically have extended reach half the time on a sword, and presumably all the time on tools. You can theoretically cut down a horde of mobs in a second or two if you're all in range and have crazy mouse-movement skills or something (or hacks I guess).
This would be pretty OP in PvE; you only get two damaging extended swings per activation, but with most levels of Sharpness you can kill all mobs in two shots anyway; axes also have permanent Reach (since it's a tool, and it can't block) for the cost of half durability (relatively inconsequential) and one damage (doesn't mean anything with the huge boosts from Sharpness) making them fairly useful in PvE. The only real impact it would have in PvP is that everyone would have it, and the newbies that don't would get slaughtered even harder than they do normally.
I honestly don't see the point of this. Minecraft is easy and poorly-balanced enough to make diamond tier and enchantments irrelevant (due to being complete overkill); why are we adding more enchantments when the game is so easy that we can utterly steamroll it with iron stuff? Shouldn't we fix the difficulty first for Normal and Hard so the enchantments are actually useful instead of even more overkill?
Oops. Forgot to remove the 'tools' part.
Besides, most of the challenge mobs give you is when they come in a mob.
Horse-to-horse combat.
Another balance point you may add is make having this enchantment reduce to damage it can deal. With a couple of mods that have mid-range weapons they balance it that way. Support.
If regular is Vanilla then what flavor is your Minecraft?
Given that mobs of mobs tend to just function as beefier versions of one mob (in a game where everything that isn't you or a boss dies at the drop of a hat) they fail to pose a challenge at any level unless there are skeletons in the mob... and in that case it's not really the entire mob that's difficult, it's the skeletons that prevent you from actually hitting them.
The whole "two swings per activation" thing doesn't mean much when you throw extra mobs into the mix; it's only two swings per activation because of mercy invincibility. You can kill three mobs or more in the same activation since the mercy invincibility only applies to one mob when you hit it. Mobs are more challenging when they come at you in a group, yes, but there's barely a difference if there aren't multiple skeletons in the group and you can pretty much bulldoze through anything with unenchanted iron anyway.
Note that most of my argument is based on PvE, not PvP. Even in PvE it'd be more inconvenient to try to kill something from horseback than on foot even with the help of Range since your horse blocks the ground in front of you, where all the mobs are.
It won't really change horse combat much, since in all honesty people will just run up to eachother and smack them with swords on horses. It might make horse combat an option but it's a superficial option at best since it doesn't change anything about the core mechanics of combat or change how a fight would play out. It only changes how a fight will play out if you've got a person with Range fighting a person without Range, and the only difference is that the person without Range is probably dead... which isn't much of a difference anyway. It just means there's one more thing for people to gear up with for PvP that'll spell their doom if they don't have it for a fight.
In fact, since people on horses still have decreased range over people on foot, a person with a Range sword on foot will do better against a mounted person with a Range sword. It doesn't change anything since everyone will have it.
The durability of iron is VERY low; durability is why I think anything less than diamond is useless; try killing this many mobs in one play session with iron swords:
That's a LOT of iron swords, even several Unbreaking III swords, both due to the much lower durability and lower damage (the increased damage of diamond and from Sharpness enchantments multiply with Unbreaking due to fewer uses, especially on zombies, which require four non-critical hits to kill with an unenchanted iron sword (three for diamond and two for diamond + Sharpness III+); as a result I get around 1,560 mob kills worth of uses per repair, despite each repair (prior to 1.8) being only 50% at a time due to cost limits - compared to only 62-63 zombie kills with an unenchanted iron sword). Even a more typical play session, 1/3 to 1/2 of this, would see me having to make multiple iron swords.
Even if they made the attack damage (like mining speed) of gold better than diamond (or reversed the damage and armor protection stats of iron and diamond; of course, diamond armor protection would be extremely OP on iron and make diamond armor mostly useless unless they buffed the durability a lot) I'd still use diamond because it has more durability; this is especially important in 1.8 since it costs the same to repair a diamond item as anything else, thus you spend far less XP over the long run (this is also true in older versions, if not as significant due to infinite repairing), even factoring in the slightly lower enchantability of tools (but not armor, though that makes armor more likely to get stuff like Projectile Protection and Thorns; in any case, you can game the system by trying multiple items and blocking a bookshelf or two before enchanting, and you still spend far less XP per enchantment, 8x less if you enchant a junk item at 1 level).
That's also why I have a mod that gives you tools with 4,686 durability and armor with 4,500 durability (for all pieces, with one durability lost per hit regardless of damage; vanilla takes one durability per 4 points of damage, though for most mobs this doesn't matter since they deal less than 8 damage), the same ratio as iron tools over an iron chestplate (though I don't actually use these items since I stopped using a Fortune III pickaxe for all mining; they are only repairable one unit at a time for an absurd number of levels (anvil cap raised to 49, for these items only) since durability affects repair costs prior to 1.8), and increases the durability of diamond armor to 1,500, even as the latter is nerfed to 70% max damage reduction (allowing 50% more damage through and making enchantments necessary if you want to guarantee survival from point-blank creeper explosions on Hard; mob armor is stronger since it still uses 4% DR per armor point and lower tiers were rescaled to closely match the vanilla DR %; iron armor is 59.5% (17 armor points) on players and 68% on mobs, nearly as good as diamond armor on players).
Also, a "feature" (or bug) that shouldn't have been removed in 1.7 is swords losing durability with every single hit, even when hitting a mob while it is invincible, which just promotes spam-clicking; if you know that your sword will break faster you won't spam-click; I can nearly break a golden sword by clicking as fast as I can on a zombie, with only 5 hits actually registering but all hits taking durability.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Er...no. The increased range only works for 1 swing, after which it will trigger the cooldown.
You can't hit your horse anymore.
The bonus durability on diamond is indeed huge, I won't deny that, and because of it they're the only sword worth enchanting. I still go by my statement that diamond tier is irrelevant, since you can still very easily steamroll everything with iron. It'll break quickly and you'll have to replace those tools, but it's not like that's an issue what with how common it is.
Misread it as "you activate it by blocking and it lasts for one second" rather than "you can't use it for a second after you hit something with it". Whoops, my bad.
IIRC that doesn't mean you can hit things through your horse, which is the main issue.
Actually, you can. If you ride something, the thing you ride cannot be interacted by clicking anymore.
I've wondered since forever why don't we have that enchantment already... Full Support.