Of the anvil? No. Allowing you to keep a single item forever essentially means the enchantment table only exists until you get the "best gear", and then you never use it again. Allowing the Anvil to work on the same tool infinitely makes further use of the Enchanting table irrelevant.
By limiting what you can repair, and how many times you repair it. It allows people that don't use mob farms to make the same use of the thing as the people that do use mob farms. By giving it infinite uses, it's balance is against the lazy infinity of mob farms, validating- and arguably requiring- their use.
I can see where you're coming from, but only up to a point. You say it will make the enchantment table obsolete. That doesn't necessarily have to be so (for example if it required an enchanted item to sacrifice to repair the other), but even if it did make the enchantment table obsolete you're still paying around 39 levels to keep your existing enchanted item instead of paying 30 levels to play enchantment lottery. I do believe that if it was changed to an unlimited repair system that it should require sacrificing an item enchanted at the same level. Insanely expensive? Yes but worth it I'm betting most people would agree. As it is right now I'm going and enchanting a new item when my other is getting worn out anyway. I would gladly pay double to just keep my best item repaired instead.
Don't get me wrong I'm not completely against the existing system and in fact I'll use it. It just feels like I'm prolonging the inevitable and its disappointing knowing that one day my prized named weapon will be destined for the scrap heap (and will get there sooner because it's named to boot)
The problem you guys have is that you don't understand the system well enough. Presenting...
---THE DEFINITIVE GUIDE TO ANVIL ENCHANTMENT COSTS---
Before detailing anvil mechanics, it is necessary, to properly define enchantment values and tiers. Each type of enchantment has a characteristic value, which is either 1, 2, 4, or 8, and can be applied up to a certain maximum tier, which is 1, 2, 3, 4, or 5. The following are values and maximum tiers for enchantments applicable to swords.
Sharpness
---------
value = 1
maximum tier = 5
Bane of Arthropods
------------------
value = 2
maximum tier = 5
Smite
-----
value = 2
maximum tier = 5
Knockback
---------
value = 2
maximum tier = 2
Looting
-------
value = 4
maximum tier = 3
Fire Aspect
-----------
value = 4
maximum tier = 2
The anvil interface has three slots used for processing enchanted items: The left input slot, the right input slot, and the output slot, hereafter referred to as slots A, B, and C respectively. Placing items of the same kind and material in slots A and B will result in a single item in slot C that carries a combination of the enchantments on the items in slots A and B, according to the following rules:
If the input items each have a specific enchantment at different tiers, then the output item will have that enchantment at the higher of those tiers.
If the input items have a specific enchantment at the same tier, then the output item will have that enchantment at the next higher tier, or the same tier as the input items if their enchantment is at the maximum tier.
If an enchantment on the slot A item is incompatible with an enchantment on the slot B item, then the incompatible enchantment on the slot B item will be absent in the output item. Otherwise any enchantment present on only one input item will be present on the output item at the same tier.
Additional to the slots, the anvil interface has a naming field which will set the name of the output item. When the naming field is blank, the output item will take the name of the item in slot A.
If the item in slot B is unenchanted or inferior in all enchantments to the item in slot A, then the transaction will not be allowed unless the item in slot A is renamed in the course of the transaction OR the item in slot A is damaged.
If there is no item in slot B, then the transaction will not be allowed unless the item in slot A is renamed in the course of the transaction.
A transaction will never be allowed when there is no item in slot A, or when there are items in slots A and B that differ in kind or material.
In version 12w41b, the naming field is only activated when the transaction is already valid. Once altered, the name field retains its value as long as the interface is open, allowing otherwise invalid transactions via the renaming effect.
Placing any enchanted tool in the A slot will display a number, hereafter referred to as the index and abbreviated I. The index of an item is the sum of three factors: The enchantment factor, the multiplicity factor, and the fudge factor, abbreviated as factors E, M and F respectively. Thus, I = E + M + F.
The enchantment factor is the sum of the product of the value of each enchantment with the tier of that enchantment. This may be written as E = V1*T1 + ... + Vk*Tk for an item bearing k different types of enchantments.
The multiplicity factor is 0 for an unenchanted item. For singly, doubly, triply, and quadruply enchanted items, the multiplicity factor is equal to 1, 3, 6, and 10 respectively.
The fudge factor has no effect but to increase the index and the cost of anvil transactions. The fudge factor of an item not produced on an anvil is 0. The fudge factor of an item produced on an anvil is equal to the fudge factor of the item in the A slot, plus half of the fudge factor of the item in the B slot (rounded down), plus 2. This may be written as CF = AF + floor(BF/2) + 2.
The cost of an anvil transaction is given by the following formula: CC = 2CE* - AE + CM + AF + BF + BX + AR + AN.
Key:
CC = cost (of taking output item from slot C)
CE = enchantment factor of output item
*When an enchantment is prevented from increasing in tier due to a tier limit, CE is calculated as though that enchantment rose 1/2 tier above the maximum for the purpose of determining cost.
AE = enchantment factor of left input item
CM = multiplicity factor of output item
AF = fudge factor of left input item
BF = fudge factor of right input item
BX = tier of incompatible enchantment extinguished from right input item
AR = 0 if left input item is undamaged OR right input item is absent; otherwise 1 if left input item is a wooden, stone, or golden tool, 2 if left input item is an iron tool, and 17 if left input item is a diamond tool.
AN = 0 if naming field is blank or identical to name of left input item; if not then 5 if item is a non-renamed non-tool, 7 if item is a renamed non-tool or a non-renamed tool, and 10 if item is a renamed tool.
Only transactions of cost 39 or less are allowed outside of Creative mode.
Note: Because of the way that the fudge factor is carried over, it is better long-term to repair a sword by placing it in the rightward slot and an intact unenchanted sword in the leftward slot. This process will not raise the fudge factor of the sword being repaired higher than 3, and if the sword has higher fudge to begin with then repeating this process will bring its fudge factor down to 4.
The cost is maybe expensive when creating an enchantment (that's the point), but once you done for example my QuickPick (Efficiency V + Unbreaking III) it last me for VERY long (4 times regular pick) and all it cost is a new pick and ~30 levels to FULLY repair it (which is about 10 min mob killing in the nether), there is very low chance (0%) you get such pickaxe with just enchanting. So I think that the anvil system is very good, you don't have to rely on chance anymore but built the tool/weapon of your choice and keep it repairing for eva
HINT: try swapping the places in the anvil sometimes the price is lower for a certain order. And repairing with a tool is cheaper then just materials since to fully repair you need 4 material and for tool 3-.
Hi ultimatecrafterA1. While it's refreshing to see people using the search function to find a topic that already exists for their problem, when the topic is nearly three months old it is probably better to start a new topic in a more appropriate forum (because the anvil ceased to be a Future Update long ago!).
The anvil is only able to do repairs that will consume 30 enchantment levels or fewer. There's very detailed information on how figure out how much your enchantment is costing you right here: http://www.minecraft...Anvil_mechanics
Your first sword has a base cost of at least 18 levels, and the second sword has a base cost of 30 on its own! There's actually no way to combine these two items together unless you do so in creative mode.
In fact, if I understand the mechanics correctly, you should actually not be able to repair the second sword at all, ever. This is because with Smite 4 (8 points), Knockback 2 (4 points), and Looting 3 (12 points), plus the 6 point cost for having a total of 3 different enchantments, it costs 30 points as a base just to do anything with the sword. Since the actual "doing something" costs points as well, you can't get a cost below 30.
Anyway, all the information you need is in the Minecraftwiki link further up in my post. I suggest you refer to minecraftwiki first, before you attempt to get answers on the forums.
Take care.
Doc
EDIT: I think it's actually 40, not 30. For the level cap.
In my opinion using the Anvil to do anything to non-Diamond, non-Enchanted tools shouldn't cost any XP at all. Combining a non-Enchanted and enchanted (in that order) tool should cost nothing but wipe your enchantment(s). Naming Enchanted stuff should have a LOW flat amount for each material, like 4 or 5 for Diamond and going down from there (after all, it's cosmetic.), same with Diamond. Repairing enchanted stuff... well, that's a BIT expensive, and a chance of failure would be a better limiting factor than the need to grind... which is just lazy.
Why on earth do you think a game should be "idiot proof?" Any game where you can't fail is boring IMO, and there's little enough room for failure in vanilla Minecraft as it is, once you've gotten beyond the initial stages of development.
When I saw this post I just had to create an account only to say how utterly idiotic it is.
I guess to you a "challenging game" is one that crashes a lot, randomly, that suddenly causes your computer to restart with a BSOD whenever a certain succession of letters is typed in the chat or simply ends in defeat whenever the player enchants a particular item, uses a particular spell or interacts with a particular character, all selected at random, of course. These are all events that have nothing to do with your skill at playing the game, they're just there to make it more "spicy, interesting and non-IMO" by bringing sheer chaos. Of course, as with the anvil, the players can simply ask someone else or read up on any forum and they will henceforth know what are the TABOO items, spells, characters and other random stuff that make your life harder in the game and simply avoid them.
But I guess that's your idea of "FUN". A game, any game, has rules. They are clearly stated 'a priori' and they define the space in which the competition will take place, so that everyone knows what to strive for. That's what makes a game "fair". The fact that naming your pickaxe will later cause you the unfortunate SURPRISE of having to throw it away SOONER, the fact that repairing your item at half durability will cause you the unpleasant SURPRISE of having wasted one of the LIMITED number of repairs the next time you try to repair it, these and other aspects of the game mechanics are just as fun as competing in a gunny sack race and, just before the finish line, being overtaken by a guy on a bicycle. Who wins. It's not fun, it's stupid. It's not challenging, it's random.
A challenging game asks something difficult from the player. A game that lays out random TRAPS for the player along the way is only challenging if it was from the start defined as such. Otherwise, it's just a glitch, a faulty design, lack of care.
If you still don't get it: an unmarked pothole on a skying slope of the winter biathlon doesn't make the race "more challenging".
When I saw this post I just had to create an account only to say how utterly idiotic it is.
I guess to you a "challenging game" is one that crashes a lot, randomly, that suddenly causes your computer to restart with a BSOD whenever a certain succession of letters is typed in the chat or simply ends in defeat whenever the player enchants a particular item, uses a particular spell or interacts with a particular character, all selected at random, of course. These are all events that have nothing to do with your skill at playing the game, they're just there to make it more "spicy, interesting and non-IMO" by bringing sheer chaos. Of course, as with the anvil, the players can simply ask someone else or read up on any forum and they will henceforth know what are the TABOO items, spells, characters and other random stuff that make your life harder in the game and simply avoid them.
But I guess that's your idea of "FUN". A game, any game, has rules. They are clearly stated 'a priori' and they define the space in which the competition will take place, so that everyone knows what to strive for. That's what makes a game "fair". The fact that naming your pickaxe will later cause you the unfortunate SURPRISE of having to throw it away SOONER, the fact that repairing your item at half durability will cause you the unpleasant SURPRISE of having wasted one of the LIMITED number of repairs the next time you try to repair it, these and other aspects of the game mechanics are just as fun as competing in a gunny sack race and, just before the finish line, being overtaken by a guy on a bicycle. Who wins. It's not fun, it's stupid. It's not challenging, it's random.
A challenging game asks something difficult from the player. A game that lays out random TRAPS for the player along the way is only challenging if it was from the start defined as such. Otherwise, it's just a glitch, a faulty design, lack of care.
If you still don't get it: an unmarked pothole on a skying slope of the winter biathlon doesn't make the race "more challenging".
That's just my two cents. Love the community!
Why the hell you are you replying to a post from October.
I just want to clarify that this conversation was during the snapshot phase of the anvil implementation and at that time many of us didn't realize that naming an item made it's level repair cost go static. People now have gotten used to the new system and I seldom hear anyone complain much about it anymore.
I can see where you're coming from, but only up to a point. You say it will make the enchantment table obsolete. That doesn't necessarily have to be so (for example if it required an enchanted item to sacrifice to repair the other), but even if it did make the enchantment table obsolete you're still paying around 39 levels to keep your existing enchanted item instead of paying 30 levels to play enchantment lottery. I do believe that if it was changed to an unlimited repair system that it should require sacrificing an item enchanted at the same level. Insanely expensive? Yes but worth it I'm betting most people would agree. As it is right now I'm going and enchanting a new item when my other is getting worn out anyway. I would gladly pay double to just keep my best item repaired instead.
Don't get me wrong I'm not completely against the existing system and in fact I'll use it. It just feels like I'm prolonging the inevitable and its disappointing knowing that one day my prized named weapon will be destined for the scrap heap (and will get there sooner because it's named to boot)
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
---THE DEFINITIVE GUIDE TO ANVIL ENCHANTMENT COSTS---
Before detailing anvil mechanics, it is necessary, to properly define enchantment values and tiers. Each type of enchantment has a characteristic value, which is either 1, 2, 4, or 8, and can be applied up to a certain maximum tier, which is 1, 2, 3, 4, or 5. The following are values and maximum tiers for enchantments applicable to swords.
Sharpness
---------
value = 1
maximum tier = 5
Bane of Arthropods
------------------
value = 2
maximum tier = 5
Smite
-----
value = 2
maximum tier = 5
Knockback
---------
value = 2
maximum tier = 2
Looting
-------
value = 4
maximum tier = 3
Fire Aspect
-----------
value = 4
maximum tier = 2
The anvil interface has three slots used for processing enchanted items: The left input slot, the right input slot, and the output slot, hereafter referred to as slots A, B, and C respectively. Placing items of the same kind and material in slots A and B will result in a single item in slot C that carries a combination of the enchantments on the items in slots A and B, according to the following rules:
If the input items each have a specific enchantment at different tiers, then the output item will have that enchantment at the higher of those tiers.
If the input items have a specific enchantment at the same tier, then the output item will have that enchantment at the next higher tier, or the same tier as the input items if their enchantment is at the maximum tier.
If an enchantment on the slot A item is incompatible with an enchantment on the slot B item, then the incompatible enchantment on the slot B item will be absent in the output item. Otherwise any enchantment present on only one input item will be present on the output item at the same tier.
Additional to the slots, the anvil interface has a naming field which will set the name of the output item. When the naming field is blank, the output item will take the name of the item in slot A.
If the item in slot B is unenchanted or inferior in all enchantments to the item in slot A, then the transaction will not be allowed unless the item in slot A is renamed in the course of the transaction OR the item in slot A is damaged.
If there is no item in slot B, then the transaction will not be allowed unless the item in slot A is renamed in the course of the transaction.
A transaction will never be allowed when there is no item in slot A, or when there are items in slots A and B that differ in kind or material.
In version 12w41b, the naming field is only activated when the transaction is already valid. Once altered, the name field retains its value as long as the interface is open, allowing otherwise invalid transactions via the renaming effect.
Placing any enchanted tool in the A slot will display a number, hereafter referred to as the index and abbreviated I. The index of an item is the sum of three factors: The enchantment factor, the multiplicity factor, and the fudge factor, abbreviated as factors E, M and F respectively. Thus, I = E + M + F.
The enchantment factor is the sum of the product of the value of each enchantment with the tier of that enchantment. This may be written as E = V1*T1 + ... + Vk*Tk for an item bearing k different types of enchantments.
The multiplicity factor is 0 for an unenchanted item. For singly, doubly, triply, and quadruply enchanted items, the multiplicity factor is equal to 1, 3, 6, and 10 respectively.
The fudge factor has no effect but to increase the index and the cost of anvil transactions. The fudge factor of an item not produced on an anvil is 0. The fudge factor of an item produced on an anvil is equal to the fudge factor of the item in the A slot, plus half of the fudge factor of the item in the B slot (rounded down), plus 2. This may be written as CF = AF + floor(BF/2) + 2.
The cost of an anvil transaction is given by the following formula: CC = 2CE* - AE + CM + AF + BF + BX + AR + AN.
Key:
CC = cost (of taking output item from slot C)
CE = enchantment factor of output item
*When an enchantment is prevented from increasing in tier due to a tier limit, CE is calculated as though that enchantment rose 1/2 tier above the maximum for the purpose of determining cost.
AE = enchantment factor of left input item
CM = multiplicity factor of output item
AF = fudge factor of left input item
BF = fudge factor of right input item
BX = tier of incompatible enchantment extinguished from right input item
AR = 0 if left input item is undamaged OR right input item is absent; otherwise 1 if left input item is a wooden, stone, or golden tool, 2 if left input item is an iron tool, and 17 if left input item is a diamond tool.
AN = 0 if naming field is blank or identical to name of left input item; if not then 5 if item is a non-renamed non-tool, 7 if item is a renamed non-tool or a non-renamed tool, and 10 if item is a renamed tool.
Only transactions of cost 39 or less are allowed outside of Creative mode.
Go forth and wikify!
HINT: try swapping the places in the anvil sometimes the price is lower for a certain order. And repairing with a tool is cheaper then just materials since to fully repair you need 4 material and for tool 3-.
more at: http://www.minecraftwiki.net/wiki/Item_Repair
The anvil is only able to do repairs that will consume 30 enchantment levels or fewer. There's very detailed information on how figure out how much your enchantment is costing you right here: http://www.minecraft...Anvil_mechanics
Your first sword has a base cost of at least 18 levels, and the second sword has a base cost of 30 on its own! There's actually no way to combine these two items together unless you do so in creative mode.
In fact, if I understand the mechanics correctly, you should actually not be able to repair the second sword at all, ever. This is because with Smite 4 (8 points), Knockback 2 (4 points), and Looting 3 (12 points), plus the 6 point cost for having a total of 3 different enchantments, it costs 30 points as a base just to do anything with the sword. Since the actual "doing something" costs points as well, you can't get a cost below 30.
Anyway, all the information you need is in the Minecraftwiki link further up in my post. I suggest you refer to minecraftwiki first, before you attempt to get answers on the forums.
Take care.
Doc
EDIT: I think it's actually 40, not 30. For the level cap.
▲▲ 6,000+ subs looking for Creators with 2k+ to collab - Click to visit my channel! ▲▲
When I saw this post I just had to create an account only to say how utterly idiotic it is.
I guess to you a "challenging game" is one that crashes a lot, randomly, that suddenly causes your computer to restart with a BSOD whenever a certain succession of letters is typed in the chat or simply ends in defeat whenever the player enchants a particular item, uses a particular spell or interacts with a particular character, all selected at random, of course. These are all events that have nothing to do with your skill at playing the game, they're just there to make it more "spicy, interesting and non-IMO" by bringing sheer chaos. Of course, as with the anvil, the players can simply ask someone else or read up on any forum and they will henceforth know what are the TABOO items, spells, characters and other random stuff that make your life harder in the game and simply avoid them.
But I guess that's your idea of "FUN". A game, any game, has rules. They are clearly stated 'a priori' and they define the space in which the competition will take place, so that everyone knows what to strive for. That's what makes a game "fair". The fact that naming your pickaxe will later cause you the unfortunate SURPRISE of having to throw it away SOONER, the fact that repairing your item at half durability will cause you the unpleasant SURPRISE of having wasted one of the LIMITED number of repairs the next time you try to repair it, these and other aspects of the game mechanics are just as fun as competing in a gunny sack race and, just before the finish line, being overtaken by a guy on a bicycle. Who wins. It's not fun, it's stupid. It's not challenging, it's random.
A challenging game asks something difficult from the player. A game that lays out random TRAPS for the player along the way is only challenging if it was from the start defined as such. Otherwise, it's just a glitch, a faulty design, lack of care.
If you still don't get it: an unmarked pothole on a skying slope of the winter biathlon doesn't make the race "more challenging".
That's just my two cents. Love the community!
Why the hell you are you replying to a post from October.
Why are YOU on a post from October....
I'm only here cause it was on the top.
I just want to clarify that this conversation was during the snapshot phase of the anvil implementation and at that time many of us didn't realize that naming an item made it's level repair cost go static. People now have gotten used to the new system and I seldom hear anyone complain much about it anymore.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..