The Meaning of Life, the Universe, and Everything.
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Updated 9/2/13-Added Frost for Bows.
Similar to Flame, but called Frost.
Swords are enchantable with Frost I, Frost II. The level requirement for the enchant of Frost enchant would be the same as Flame I and II
-Same with Bows
There would be a blue aura around enemies that were affected by Frost I/II similar to Flame I/II's fire effect that would last the duration of the slowing affect of Frost I/II.
A sword would not be able to have both Flame I/II and Frost I/II.
Sword Stats:
Frost I: When a mob is hit with Frost I, it does 2 damage (1 heart) over 5 seconds of time and slows the mob by 25%.
Frost II: When a mob is hit with Frost II, it does 4 damage (2 hearts) over 10 seconds of time and slows the mob by 50%.
Bow Stats:
Frost I: When a mob is hit with Frost I, it does 3 damage (1.5 hearts) over 7.5 seconds of time and slows the mob by 50%
Unique Ideas of Frost:
-Frost enchant is super effective against Blazes. When blazes come into contact with Frost, they lose their
ability to fly and will start being affected by gravity.
-In the Nether, the damage of Frost will be multiplied by 150% Hence Frost I does 3 damage (1.5 hearts) and Frost II does 6 damage (3 hearts). The slowing affect of Frost will not change in the Nether.
-In the Tundra, Frost will not work at all.
v2
Similar to Flame, but called Frost.
STATS:
Frost I: When a mob is hit with Frost I, it does 2 damage (1 heart) over 5 seconds of time and slows the mob by 25%.
Frost II: When a mob is hit with Frost II, it does 4 damage (2 hearts) over 10 seconds of time and slows the mob by 50%.
Swords are enchantable with Frost I, Frost II. The level requirement for the enchant of Frost enchant would be the same as Flame I and II
There would be a blue aura around enemies that were affected by Frost I/II similar to Flame I/II's fire effect that would last the duration of the slowing affect of Frost I/II.
A sword would not be able to have both Flame I/II and Frost I/II.
Unique Ideas of Frost:
-Frost enchant is super effective against Blazes. When blazes come into contact with Frost, they lose their
ability to fly and will start being affected by gravity.
-In the Nether, the damage of Frost will be multiplied by 150% Hence Frost I does 3 damage (1.5 hearts) and Frost II does 6 damage (3 hearts). The slowing affect of Frost will not change in the Nether.
-In the Tundra, Frost will not work at all.
v1
Similar to Flame, but called Frost.
Swords are enchantable with Frost I, Frost II. The level requirement for the enchant of Frost enchant would be the same as Flame I and II
Frost I: When a mob is hit with Frost I, it does 1 hearts of damage over 5 seconds of time and slows the mob by 25%.
Frost II: When a mob is hit with Frost II, it does 2 hearts of damage over 10 seconds of time and slows the mob by 50%.
*deleted* Frost III: When a mob is hit with Frost III, it does 3 hearts of damage over 10 seconds of time and immobilizes the mob.
Optional idea-Frost enchant is super effective against Blazes. When blazes come into contact with Frost, they lose their ability to fly and will start being affected by gravity and take an extra heart of frost damage.
no... I think the slowing effect is enough, as rendering them immobile would be a bit overpowered and make things too easy... I mean I play on easy but that is below.. or too much to add...
As for the idea itself as a whole it seems like a good idea at least. Unsure about the heart damage....
Would be nice to be able to freeze water with it. Hence the name. But that might need a bit of thought in the tweaking of that part. It would definitely make for another interesting enchant to gear, that is for sure. Always room for more enchants, long as they don't get to overpowered or out of bounds per say. hmm...:D
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Sounds pretty cool. Maybe it could give monsters a light blue glow while they are slowed down. Frost II could stop them completely for 10 seconds but they would still do damage, creeper's would still explode, and it removes an enderman's ability to teleport.
That is just TOOOOO OP
10 seconds is A LOT and enderman without the ability to teleport are just like tall black zombies (no offense)
Frost should just add the slowness effect and I like the idea that mobs should get a light blue color, mobs in the nether have to get extra damage since they are not affected by the fire aspect enchantment, also frost and fire aspect enchantments shouldnt be compatible like fortune and silk touch
That is just TOOOOO OP
10 seconds is A LOT and enderman without the ability to teleport are just like tall black zombies (no offense)
Frost should just add the slowness effect and I like the idea that mobs should get a light blue color, mobs in the nether have to get extra damage since they are not affected by the fire aspect enchantment, also frost and fire aspect enchantments shouldnt be compatible like fortune and silk touch
Now that I think of it, it is too overpowered.
I do agree with x- crafter , Frost should only have the slowness effect and do much more damage to the mobs in the Nether.
That is just TOOOOO OP
10 seconds is A LOT and enderman without the ability to teleport are just like tall black zombies (no offense)
Frost should just add the slowness effect and I like the idea that mobs should get a light blue color, mobs in the nether have to get extra damage since they are not affected by the fire aspect enchantment, also frost and fire aspect enchantments shouldnt be compatible like fortune and silk touch
t I think of it, it is too overpowered.
I do agree with x- crafter , Frost should only have the slowness effect and do much more damage to the mobs in the Nether.
I think this is a great idea. The ability to slow down enemies would be an interesting addition.
I like that it would restrict blazes from flying, do more damage in the nether and that it wouldn't work in the tundra to make it have a weakness like the fire aspect enchant which doesn't work in the nether. Although, it could be too op especially if it would stop endermen from teleporting. That would make endermen hardly a threat.
well that would be not terribly op in the begining... but the % might need adjusting... Creepers have a short delay before exploding, and it might be too op to make it 50% slower... That would mean you could beat it to death with a stone sword with ease...><
That was just a figurative answer, I think... but that more like a point. Would be nice though since it slows things and makes sense to boot. However good it may be, it good just be a flat 10/20 or 15/30 for the % of I/II enchant.
Either or might be less op but feasible, since that delay can be timed pretty well. If said creeper stops long enough for a stone sword to kill it with enough swings without Knockback, then you know it is op....
That is my take on that last one, as well maybe a bit of input possibilities.
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Similar to Flame, but called Frost.
Swords are enchantable with Frost I, Frost II. The level requirement for the enchant of Frost enchant would be the same as Flame I and II
-Same with Bows
There would be a blue aura around enemies that were affected by Frost I/II similar to Flame I/II's fire effect that would last the duration of the slowing affect of Frost I/II.
A sword would not be able to have both Flame I/II and Frost I/II.
Sword Stats:
Frost I: When a mob is hit with Frost I, it does 2 damage (1 heart) over 5 seconds of time and slows the mob by 25%.
Frost II: When a mob is hit with Frost II, it does 4 damage (2 hearts) over 10 seconds of time and slows the mob by 50%.
Bow Stats:
Frost I: When a mob is hit with Frost I, it does 3 damage (1.5 hearts) over 7.5 seconds of time and slows the mob by 50%
Unique Ideas of Frost:
-Frost enchant is super effective against Blazes. When blazes come into contact with Frost, they lose their
ability to fly and will start being affected by gravity.
-In the Nether, the damage of Frost will be multiplied by 150% Hence Frost I does 3 damage (1.5 hearts) and Frost II does 6 damage (3 hearts). The slowing affect of Frost will not change in the Nether.
-In the Tundra, Frost will not work at all.
v2
STATS:
Frost I: When a mob is hit with Frost I, it does 2 damage (1 heart) over 5 seconds of time and slows the mob by 25%.
Frost II: When a mob is hit with Frost II, it does 4 damage (2 hearts) over 10 seconds of time and slows the mob by 50%.
Swords are enchantable with Frost I, Frost II. The level requirement for the enchant of Frost enchant would be the same as Flame I and II
There would be a blue aura around enemies that were affected by Frost I/II similar to Flame I/II's fire effect that would last the duration of the slowing affect of Frost I/II.
A sword would not be able to have both Flame I/II and Frost I/II.
Unique Ideas of Frost:
-Frost enchant is super effective against Blazes. When blazes come into contact with Frost, they lose their
ability to fly and will start being affected by gravity.
-In the Nether, the damage of Frost will be multiplied by 150% Hence Frost I does 3 damage (1.5 hearts) and Frost II does 6 damage (3 hearts). The slowing affect of Frost will not change in the Nether.
-In the Tundra, Frost will not work at all.
v1
Swords are enchantable with Frost I, Frost II. The level requirement for the enchant of Frost enchant would be the same as Flame I and II
Frost I: When a mob is hit with Frost I, it does 1 hearts of damage over 5 seconds of time and slows the mob by 25%.
Frost II: When a mob is hit with Frost II, it does 2 hearts of damage over 10 seconds of time and slows the mob by 50%.
*deleted* Frost III: When a mob is hit with Frost III, it does 3 hearts of damage over 10 seconds of time and immobilizes the mob.
Optional idea-Frost enchant is super effective against Blazes. When blazes come into contact with Frost, they lose their ability to fly and will start being affected by gravity and take an extra heart of frost damage.
Frost does not affect mobs when in tundra biomes.
As for the idea itself as a whole it seems like a good idea at least. Unsure about the heart damage....
Would be nice to be able to freeze water with it. Hence the name. But that might need a bit of thought in the tweaking of that part. It would definitely make for another interesting enchant to gear, that is for sure. Always room for more enchants, long as they don't get to overpowered or out of bounds per say. hmm...:D
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(⌐■_■)
That is just TOOOOO OP
10 seconds is A LOT and enderman without the ability to teleport are just like tall black zombies (no offense)
Frost should just add the slowness effect and I like the idea that mobs should get a light blue color, mobs in the nether have to get extra damage since they are not affected by the fire aspect enchantment, also frost and fire aspect enchantments shouldnt be compatible like fortune and silk touch
Now that I think of it, it is too overpowered.
I do agree with x- crafter , Frost should only have the slowness effect and do much more damage to the mobs in the Nether.
( •_•)>⌐■-■
(⌐■_■)
Thanks, added.
Added extra damage to all nether mobs.
Added, makes sense, but a part of me really wants a fire and ice sword
Too bad that wouldn't really work...
The paralyzing/slowing effect is really cool, as is the extra damage in the Nether.
Great idea!
I like that it would restrict blazes from flying, do more damage in the nether and that it wouldn't work in the tundra to make it have a weakness like the fire aspect enchant which doesn't work in the nether. Although, it could be too op especially if it would stop endermen from teleporting. That would make endermen hardly a threat.
Other than that it sounds pretty good idea.
I wouldn't add that because like a lot of people said, too OP.
But could Frost slow down the time it took creepers to explode? Like add 25% to the detonation time if hit with Frost I and 50% when hit by Frost II?
Discuss.
That was just a figurative answer, I think... but that more like a point. Would be nice though since it slows things and makes sense to boot. However good it may be, it good just be a flat 10/20 or 15/30 for the % of I/II enchant.
Either or might be less op but feasible, since that delay can be timed pretty well. If said creeper stops long enough for a stone sword to kill it with enough swings without Knockback, then you know it is op....
That is my take on that last one, as well maybe a bit of input possibilities.