Among many other features, the Combat Update adds depth to combat by making multiple weapons viable combat options. It gives most of them distinct strengths and weaknesses, making a multitude of them conditionally (as opposed to one of them unilaterally) more powerful than the others. However, combat diversity is still quite limited due to the strictly tiered armor system. As a remedy, I propose that there be a set of additional, type-exclusive armor enchantments so that the Minecraft combat system genuinely allows for variations in play style and strategy.
General Mechanics:
The strength of each of the enchantments varies depending on the amount of that type of armor that the player is wearing. This follows a ratio of 1:3:2:1 for helmets, chestplates, leggings, and boots (respectively). As an example: a player wearing leather leggings and an enchanted leather helmet would only receive half the bonus from the helmet's enchantment (1+0+2+0) as they would if they were also wearing the a leather chestplate (1+3+2+0). I will be listing the enchantments' strengths as though the player was wearing a full set of that armor. However, the player is allowed to mix and match armor types in order to receive multiple enchantment effects--the strength of which would be reduced according to the above ratio. Each of these enchantments has only one tier. For armor types with multiple enchantments, they are not mutually exclusive.
Proposed Enchantments
Leather:
Leather armor is superior in situations in which utility is more important than raw protection, as is often the case in the Hunger Games, Capture the Flag, and an abundance of PvE situations. It has two unique enchantments:
Swiftness: the effectiveness of all movement and attack speed slows on the player is reduced by 70% (10% for the helmet, 30% for the chestplate, 20% for the leggings, and 10% for the boots. Get the pattern?) Movement speed buffs are increased by the same amount. For leather boots, the enchantment is mutually exclusive with Depth Strider.
Endurance: the hunger and saturation costs of all activities are reduced by 35%.
Gold:
Gold armor is specialized to combat alchemists, as well as niche PvE situations. It is most effective on players who are well-established in their world, having access to an abundance of resources. It has two unique enchantments:
Cleansing: the duration of all negative status effects on the player is reduced by 70%. The strength of Instant Damage potions is reduced by the same percentage, as well.
Barrier: 35% of all damage is blocked by a shield that is sustained by the player's XP, at the cost of 15 XP per point of damage blocked. This effect applies after all other sources of damage reduction. The effect is disabled if the player has insufficient XP.
Chainmail:
Chainmail armor is the embodiment of the attitude "challenge: accepted". Engaging with a chainmail player will almost certainly result in the death of one of the combatants. It has one unique enchantment:
Audacity: receiving melee damage reduces the attacker's attack speed and movement speed by 7%, and boosts the wearers' by the same amount. This effect stacks up to three times. In addition, after the first hit, the wearer gains defense points equal to 14% of those of their attacker. All effects are disabled if the wearer has neither received nor dealt damage in the last 4 seconds.
Iron:
Iron armor embodies the play style of a juggernaut. It excels at shrugging off harassment as well as combating sustained damage. It has two unique enchantments:
Fortitude: all knockback taken is reduced by 70%.
Resilience: receiving damage causes the player to regenerate .35 health per half-second. This effect stacks up to three times. The effect is disabled if the player has not received damage in the last two seconds.
Diamond:
Diamond armor is well renowned as the most powerful defensive option in the game. Instead of further increasing the wearer's strength, diamond's unique enchantment is team-oriented. It's unique enchantment is as follows:
Camaraderie: allies within sixteen blocks of the wearer gain 35% of the wearer's defense points. Allies include players of the same team, friendly iron golems, snow golems, villagers, and wearer-controlled horses, tamed wolves, and ocelots. The bonus for allied players is capped at 4 points and does not allow them to exceed the 20-point limit.
Conclusion:
This set of enchantments creates meaningful strengths and weaknesses for each armor type. While I've done my best to balance these additions, it's likely that a value or two would have to be tweaked. I know that this suggestion would require a considerable amount of work to implement, but I believe it would create a much more fun, diverse combat system, and that it would ultimately be well worth the effort.
This is quite well balanced, I don't see anything that I would change or even tweak around a little bit.
I absolutely love this suggestion for the diversity it would add to armor tiers and combat itself. It would even make chain mail have a reason to be obtained and allow for more use of gold with armor. I fully support.
Rollback Post to RevisionRollBack
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
Question: does anyone know if and how I could retroactively modify this post to have the Gameplay tag? I'm new to the forums, and didn't realize I could assign it tags at the time.
P.S. Thank you very much to the people who have upvoted the post!
EDIT: NVM, I got it. The reason that I couldn't get it before is that I was using the Edit button for the post's body instead of the overall Edit option. Forums are strange creatures.
QUESTION 2: How is it that people make their thread titles appear bold under the suggestions list? Is it something that they set when they create the thread, or does it have to reach some threshold of likes/comments/views?
What if you had all armor pieces on (excluding Gold)? Other than that I fully support but I doubt it will be implemented.
Rollback Post to RevisionRollBack
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
What if you had all armor pieces on (excluding Gold)? Other than that I fully support but I doubt it will be implemented.
You mean a different kind of armor for each body part?
Iron helm, Diamond breastplate, Leather leggings, and Golden/Chainmail boots. You could mix all the different enchants and become very scary indeed. That could be a problem perhaps, or something really cool.
You mean a different kind of armor for each body part?
Iron helm, Diamond breastplate, Leather leggings, and Golden/Chainmail boots. You could mix all the different enchants and become very scary indeed. That could be a problem perhaps, or something really cool.
Yeah, a bit like that. In order to make it fair and hard to abuse, Mojang would probably have to allow these enchantments to work when other pieces of the same material are worn by the player.
Rollback Post to RevisionRollBack
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
Perhaps you get a buff if you're wearing all the same time of armor, or more of it. Maybe nerf the enchantment abilities if the wearer isn't wearing armor type that is the same as the enchanted piece.
You mean a different kind of armor for each body part?
Iron helm, Diamond breastplate, Leather leggings, and Golden/Chainmail boots. You could mix all the different enchants and become very scary indeed. That could be a problem perhaps, or something really cool.
Yeah, a bit like that. In order to make it fair and hard to abuse, Mojang would probably have to allow these enchantments to work when other pieces of the same material are worn by the player.
The OP states that there is a ratio of effectiveness with these enchantments which is as follows: 1/3/2/1 the sequence of this ratio is helmet, chestplate, leggings, and boots. This means that each piece of armor has a different percentage of the enchantment and to receive the full effect of one of these enchantments, you must wear the entire set to obtain the maximum efficiency of it.
For example, with iron's sturdiness (which is a 70% reduction to knockback damage at max) you must wear the entire set of iron. A helmet would give you 10%, chestplate 30%, leggings 20%, and boots another 10% for that example (roughly). This ratio can be applied to all the armor tier's enchantments to figure out what percentage of the ability you'd have, the ratio for figuring out each different one would be 15%, 40%, 30%, 15%.
Say that you're wearing a leather helmet, iron chestplate, gold leggings, and chainmail boots, this would yield the following:
Helmet - Leather) 10.5% reduction to all attack speed and movement debuffs (10.5% increase to both as well) and a 5.25% decrease in all hunger and saturation costs. Chest - Iron) 28% reduction to knockback damage & 0.14 health per half-second (0.28 per second). Legs - Gold) 21% duration of all negative status effects on the player (also instant damage potions) & 10.5% of all damage is blocked by a shield with is sustained by experience at a rate of 15 EXP per damage point. Boots - Chain) Receiving melee damage reduces the attacker's attack speed and movement speed by 1.05%, and boosts the wearers' by the same amount. This effect stacks up to three times (Total of 3.15%). In addition, after the first hit, the wearer gains defense points equal to 3.15% of their attacker.
So as you can see by wearing one piece of each armor tier (excluding diamond) you'd become a jack-of-all-trades... but a master-of-none. It is much more efficient to use an entire set or mix-match between two of them for a specific purpose.
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
^ This. Aside from your math mistakes, you've got the idea. I was watching the other two go at it, wondering how long it would be before they realized that I had fully and explicitly fleshed out the issue they were discussing in my second section.
If you notice, for each of the enchantments, I chose numbers that are all easily divisible by seven, allowing for simple calculations of the overall effects. With the correct math, your example of a player wearing a leather helmet, iron chestplate, gold leggings, and chainmail boots would, assuming that each piece had been enchanted with each of their unique enchantments, give the player a net buff of:
10% reduction to attack and movement speed reduction debuffs
10% increase in movement speed buffs
5% decreased hunger/saturation point consumption
30% knockback reduction
.15 health per half-second when attacked (stacking up to .45/half-second)
20% reduction to negative status effects' duration
10% of incoming damage being mitigated by XP loss
3% movement and attack speed steal when attacked (stacking up to 9%)
3% of the opponent's defense points
As you said, a player who mixed and matched four different armor types would receive an array of benefits, but each of the benefits would be marginal. Also, the player in the above scenario would have to enchant four pieces armor to get these effects, whereas a player who wore a full set of, for instance, iron armor would only have to enchant one of the pieces in order to receive effects of roughly equal overall magnitude. So yes, you're correct in saying that wearing a full set or mix-matching two types would be more efficient than mix-matching three or four types.
Perhaps you replied to my initial post that I then edited a couple seconds after to redo. I reposted that section of it with the correct percentages minutes later upon realizing my silly mistake.
Instead of watching people talk over your suggestion and waiting for them to grasp it, you should explain such things to them if they aren't clear on something. You'll gain more supporters that way
Rollback Post to RevisionRollBack
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
The numbers in my post don't match those in the version of your comment that I'm seeing right now (I have tried reloading the page, BTW.), so from what I can see, the math is still a little bit off.
As for me clarifying my post: I knew that, however hard I might try, sometimes my thoughts don't quite come out the way that I intend, and I have to clarify them later on with follow-up comments. However, I also knew that the original post is relatively long and that many readers would simply skip to the "Leather" section five seconds into reading the introductory paragraphs. I was unsure if this was a case of the former or the latter, and the fact that you interpreted my post perfectly led me to believe that this was a case of the latter, hence the rather cynical tone of my previous comment.
All of that being said, thank you very, very much for your support and your replies. It's been enthusiastic, intelligent, and polite, which is a rare combination.
I understand, I too have difficulty explaining myself to others at times. You understand exactly what you're trying to say but when you put it into words for another to interpret they don't quite fully grasp it at times. It happens, but even when it's the latter you always have to take into account the variety of people here on the forums. Cynicism won't yield a great following and not everyone will completely understand all parts of your post right away.
You are sincerely welcome, it is always a delight to read an innovative and well layed out suggestion that's been thoroughly contemplated. I enjoy this idea quite a bit and would most definitely add it right alongside my Aether signature, if one were to be made
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
Ratio of first armor component's (helmet's) effect to total effect = 1:7
Ratio of second armor component's (chestplate's) effect to total effect = 3:7
Ratio of third armor component's (leggings') effect to total effect = 2:7
Ratio of fourth armor component's (boots') effect to total effect = 1:7
The numbers are chosen in such a way that they are relatively easily divisible by seven, which makes calculating the effects of the enchantments simple. To calculate the effectiveness of a helmet or boots, take one-seventh of the total effectiveness. For leggings, double that seventh. For chestplates, triple that seventh.
So, continuing with the example we've been using, the effect of a leather helmet enchanted with Swiftness would be represented numerically as:
70% x (1/7) = 10%
All of your numbers were quite close to the correct value, but none of them were exactly correct. This makes me curious; how were you coming to your calculations?
It had not dawned on me upon replying the first time that they were all divisible by 7 and the ratio was set up accordingly.
This is how I came to my calculations:
Ratio of armor enchantments: 1:3:2:1
Percentage values of ratio: 1=15% / 3=40% / 2=30% / 1=15%
Leather helmet enchant with Swiftness example:
1 = 15% = 15% of 70% = 15 x .70 = 10.5%
Rollback Post to RevisionRollBack
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
I hadn't even considered that this suggestion would allow for a meaningful introduction of new armor types. The only problem I foresee with that is how difficult it would be to come up with the enchantments for them. Even though there are currently only five armor types, I was really having trouble coming up with enchantments that weren't just redundant versions of current game mechanics and wouldn't be overly complicated.
While we're on the subject, are there any additional armor materials and corresponding enchantments that you've thought of (or alternate enchantments for currently existing armor types?
By the way, if anyone's still looking at this post, feel free to suggest alternate names or even alternate enchantments. The purpose of this thread is to create meaningful choice between armor types, not necessarily implement exactly what's in the OP into the game, so I'm fine with substitutions as long as they make sense.
I had been considering "Legionnaire" or "Benevolence" for the diamond armor enchantment name.
I've been putting thought into it, but as of yet I cannot come up with anything that compares. Everything holds capacity for refinement, but as they sit I believe they are quite well balanced. Even the titles of the enchantments are quintessential in their affect on the player. I think the only thing I'd change is the enchantment sturdiness to fortitude, I like that a bit better.
Rollback Post to RevisionRollBack
“You have made a place in my heart where I thought there was no room for anything else. You have made flowers grow where I cultivated dust and stones." - al'Lan Mandragoran
"Sene sovya caba'donde ain dovienya" - Matrim Cauthon
Abstract:
Among many other features, the Combat Update adds depth to combat by making multiple weapons viable combat options. It gives most of them distinct strengths and weaknesses, making a multitude of them conditionally (as opposed to one of them unilaterally) more powerful than the others. However, combat diversity is still quite limited due to the strictly tiered armor system. As a remedy, I propose that there be a set of additional, type-exclusive armor enchantments so that the Minecraft combat system genuinely allows for variations in play style and strategy.
General Mechanics:
The strength of each of the enchantments varies depending on the amount of that type of armor that the player is wearing. This follows a ratio of 1:3:2:1 for helmets, chestplates, leggings, and boots (respectively). As an example: a player wearing leather leggings and an enchanted leather helmet would only receive half the bonus from the helmet's enchantment (1+0+2+0) as they would if they were also wearing the a leather chestplate (1+3+2+0). I will be listing the enchantments' strengths as though the player was wearing a full set of that armor. However, the player is allowed to mix and match armor types in order to receive multiple enchantment effects--the strength of which would be reduced according to the above ratio. Each of these enchantments has only one tier. For armor types with multiple enchantments, they are not mutually exclusive.
Proposed Enchantments
Leather:
Leather armor is superior in situations in which utility is more important than raw protection, as is often the case in the Hunger Games, Capture the Flag, and an abundance of PvE situations. It has two unique enchantments:
Swiftness: the effectiveness of all movement and attack speed slows on the player is reduced by 70% (10% for the helmet, 30% for the chestplate, 20% for the leggings, and 10% for the boots. Get the pattern?) Movement speed buffs are increased by the same amount. For leather boots, the enchantment is mutually exclusive with Depth Strider.
Endurance: the hunger and saturation costs of all activities are reduced by 35%.
Gold:
Gold armor is specialized to combat alchemists, as well as niche PvE situations. It is most effective on players who are well-established in their world, having access to an abundance of resources. It has two unique enchantments:
Cleansing: the duration of all negative status effects on the player is reduced by 70%. The strength of Instant Damage potions is reduced by the same percentage, as well.
Barrier: 35% of all damage is blocked by a shield that is sustained by the player's XP, at the cost of 15 XP per point of damage blocked. This effect applies after all other sources of damage reduction. The effect is disabled if the player has insufficient XP.
Chainmail:
Chainmail armor is the embodiment of the attitude "challenge: accepted". Engaging with a chainmail player will almost certainly result in the death of one of the combatants. It has one unique enchantment:
Audacity: receiving melee damage reduces the attacker's attack speed and movement speed by 7%, and boosts the wearers' by the same amount. This effect stacks up to three times. In addition, after the first hit, the wearer gains defense points equal to 14% of those of their attacker. All effects are disabled if the wearer has neither received nor dealt damage in the last 4 seconds.
Iron:
Iron armor embodies the play style of a juggernaut. It excels at shrugging off harassment as well as combating sustained damage. It has two unique enchantments:
Fortitude: all knockback taken is reduced by 70%.
Resilience: receiving damage causes the player to regenerate .35 health per half-second. This effect stacks up to three times. The effect is disabled if the player has not received damage in the last two seconds.
Diamond:
Diamond armor is well renowned as the most powerful defensive option in the game. Instead of further increasing the wearer's strength, diamond's unique enchantment is team-oriented. It's unique enchantment is as follows:
Camaraderie: allies within sixteen blocks of the wearer gain 35% of the wearer's defense points. Allies include players of the same team, friendly iron golems, snow golems, villagers, and wearer-controlled horses, tamed wolves, and ocelots. The bonus for allied players is capped at 4 points and does not allow them to exceed the 20-point limit.
Conclusion:
This set of enchantments creates meaningful strengths and weaknesses for each armor type. While I've done my best to balance these additions, it's likely that a value or two would have to be tweaked. I know that this suggestion would require a considerable amount of work to implement, but I believe it would create a much more fun, diverse combat system, and that it would ultimately be well worth the effort.
P.S. Meaningful feedback is always appreciated.
This is quite well balanced, I don't see anything that I would change or even tweak around a little bit.
I absolutely love this suggestion for the diversity it would add to armor tiers and combat itself. It would even make chain mail have a reason to be obtained and allow for more use of gold with armor.
I fully support.
GREAT IDEA
Question: does anyone know if and how I could retroactively modify this post to have the Gameplay tag? I'm new to the forums, and didn't realize I could assign it tags at the time.
P.S. Thank you very much to the people who have upvoted the post!
EDIT: NVM, I got it. The reason that I couldn't get it before is that I was using the Edit button for the post's body instead of the overall Edit option. Forums are strange creatures.
QUESTION 2: How is it that people make their thread titles appear bold under the suggestions list? Is it something that they set when they create the thread, or does it have to reach some threshold of likes/comments/views?
So how about SUPPORT
This is amazing.
Full Support
What if you had all armor pieces on (excluding Gold)? Other than that I fully support but I doubt it will be implemented.
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
You mean a different kind of armor for each body part?
Iron helm, Diamond breastplate, Leather leggings, and Golden/Chainmail boots. You could mix all the different enchants and become very scary indeed. That could be a problem perhaps, or something really cool.
Yeah, a bit like that. In order to make it fair and hard to abuse, Mojang would probably have to allow these enchantments to work when other pieces of the same material are worn by the player.
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
Perhaps you get a buff if you're wearing all the same time of armor, or more of it. Maybe nerf the enchantment abilities if the wearer isn't wearing armor type that is the same as the enchanted piece.
The OP states that there is a ratio of effectiveness with these enchantments which is as follows: 1/3/2/1 the sequence of this ratio is helmet, chestplate, leggings, and boots. This means that each piece of armor has a different percentage of the enchantment and to receive the full effect of one of these enchantments, you must wear the entire set to obtain the maximum efficiency of it.
For example, with iron's sturdiness (which is a 70% reduction to knockback damage at max) you must wear the entire set of iron. A helmet would give you 10%, chestplate 30%, leggings 20%, and boots another 10% for that example (roughly). This ratio can be applied to all the armor tier's enchantments to figure out what percentage of the ability you'd have, the ratio for figuring out each different one would be 15%, 40%, 30%, 15%.
Say that you're wearing a leather helmet, iron chestplate, gold leggings, and chainmail boots, this would yield the following:
Helmet - Leather) 10.5% reduction to all attack speed and movement debuffs (10.5% increase to both as well) and a 5.25% decrease in all hunger and saturation costs.
Chest - Iron) 28% reduction to knockback damage & 0.14 health per half-second (0.28 per second).
Legs - Gold) 21% duration of all negative status effects on the player (also instant damage potions) & 10.5% of all damage is blocked by a shield with is sustained by experience at a rate of 15 EXP per damage point.
Boots - Chain) Receiving melee damage reduces the attacker's attack speed and movement speed by 1.05%, and boosts the wearers' by the same amount. This effect stacks up to three times (Total of 3.15%). In addition, after the first hit, the wearer gains defense points equal to 3.15% of their attacker.
So as you can see by wearing one piece of each armor tier (excluding diamond) you'd become a jack-of-all-trades... but a master-of-none. It is much more efficient to use an entire set or mix-match between two of them for a specific purpose.
^ This. Aside from your math mistakes, you've got the idea. I was watching the other two go at it, wondering how long it would be before they realized that I had fully and explicitly fleshed out the issue they were discussing in my second section.
If you notice, for each of the enchantments, I chose numbers that are all easily divisible by seven, allowing for simple calculations of the overall effects. With the correct math, your example of a player wearing a leather helmet, iron chestplate, gold leggings, and chainmail boots would, assuming that each piece had been enchanted with each of their unique enchantments, give the player a net buff of:
As you said, a player who mixed and matched four different armor types would receive an array of benefits, but each of the benefits would be marginal. Also, the player in the above scenario would have to enchant four pieces armor to get these effects, whereas a player who wore a full set of, for instance, iron armor would only have to enchant one of the pieces in order to receive effects of roughly equal overall magnitude. So yes, you're correct in saying that wearing a full set or mix-matching two types would be more efficient than mix-matching three or four types.
Perhaps you replied to my initial post that I then edited a couple seconds after to redo. I reposted that section of it with the correct percentages minutes later upon realizing my silly mistake.
Instead of watching people talk over your suggestion and waiting for them to grasp it, you should explain such things to them if they aren't clear on something. You'll gain more supporters that way
The numbers in my post don't match those in the version of your comment that I'm seeing right now (I have tried reloading the page, BTW.), so from what I can see, the math is still a little bit off.
As for me clarifying my post: I knew that, however hard I might try, sometimes my thoughts don't quite come out the way that I intend, and I have to clarify them later on with follow-up comments. However, I also knew that the original post is relatively long and that many readers would simply skip to the "Leather" section five seconds into reading the introductory paragraphs. I was unsure if this was a case of the former or the latter, and the fact that you interpreted my post perfectly led me to believe that this was a case of the latter, hence the rather cynical tone of my previous comment.
All of that being said, thank you very, very much for your support and your replies. It's been enthusiastic, intelligent, and polite, which is a rare combination.
P.S. An Aether dimension would be amazing.
How exactly are you coming to your calculations?
I understand, I too have difficulty explaining myself to others at times. You understand exactly what you're trying to say but when you put it into words for another to interpret they don't quite fully grasp it at times. It happens, but even when it's the latter you always have to take into account the variety of people here on the forums. Cynicism won't yield a great following and not everyone will completely understand all parts of your post right away.
You are sincerely welcome, it is always a delight to read an innovative and well layed out suggestion that's been thoroughly contemplated. I enjoy this idea quite a bit and would most definitely add it right alongside my Aether signature, if one were to be made
My apologies for the delayed response.
Regarding the calculations:
Ratio of armor components = 1:3:2:1
Sum of armor components = 1+3+2+1 = 7
Therefore:
Ratio of first armor component's (helmet's) effect to total effect = 1:7
Ratio of second armor component's (chestplate's) effect to total effect = 3:7
Ratio of third armor component's (leggings') effect to total effect = 2:7
Ratio of fourth armor component's (boots') effect to total effect = 1:7
The numbers are chosen in such a way that they are relatively easily divisible by seven, which makes calculating the effects of the enchantments simple. To calculate the effectiveness of a helmet or boots, take one-seventh of the total effectiveness. For leggings, double that seventh. For chestplates, triple that seventh.
So, continuing with the example we've been using, the effect of a leather helmet enchanted with Swiftness would be represented numerically as:
70% x (1/7) = 10%
All of your numbers were quite close to the correct value, but none of them were exactly correct. This makes me curious; how were you coming to your calculations?
No problem, we reply when we have the time
It had not dawned on me upon replying the first time that they were all divisible by 7 and the ratio was set up accordingly.
This is how I came to my calculations:
Ratio of armor enchantments: 1:3:2:1
Percentage values of ratio: 1=15% / 3=40% / 2=30% / 1=15%
Leather helmet enchant with Swiftness example:
1 = 15% = 15% of 70% = 15 x .70 = 10.5%
Thank you for the support!
I hadn't even considered that this suggestion would allow for a meaningful introduction of new armor types. The only problem I foresee with that is how difficult it would be to come up with the enchantments for them. Even though there are currently only five armor types, I was really having trouble coming up with enchantments that weren't just redundant versions of current game mechanics and wouldn't be overly complicated.
While we're on the subject, are there any additional armor materials and corresponding enchantments that you've thought of (or alternate enchantments for currently existing armor types?
By the way, if anyone's still looking at this post, feel free to suggest alternate names or even alternate enchantments. The purpose of this thread is to create meaningful choice between armor types, not necessarily implement exactly what's in the OP into the game, so I'm fine with substitutions as long as they make sense.
I had been considering "Legionnaire" or "Benevolence" for the diamond armor enchantment name.
I've been putting thought into it, but as of yet I cannot come up with anything that compares. Everything holds capacity for refinement, but as they sit I believe they are quite well balanced. Even the titles of the enchantments are quintessential in their affect on the player. I think the only thing I'd change is the enchantment sturdiness to fortitude, I like that a bit better.