According to the numbers UpUp posted, it would take 255 xp to reach level 15 (17 * 15) and an additional 300 xp to attain level 30 (20 * 15), for a total of 555 XP.
If crafting a bottle had no cost, a player can "cheat" 45 xp by crafting two 15 level bottles.
However, if a cost of only 5 xp per level was needed to craft a bottle, a player with 15 levels would need to spend 75 xp (5 * 15), which results in a Bottle o' Enchanting worth approximately 10.5 levels ( [255 - 75] / 17).
So even if they crafted two 15 level bottles, they would only end up with around 21 levels when they used them.
The equation for crafting a full 30 levels is bit more complicated, but it results in about 23 levels... a 7 level loss.
This is where is breaks down.
Using this formula, if the player crafted ten level-15 bottles, enough to give them the equivalant of 105 levels, they would have spent a total of 2550 xp to get there. Grinding to level 105 would require 2580 xp.
In short, once a player crafts 10 potions at level 15 they have beaten the system. Increasing the XP cost to craft only prolongs the inevitable.
This is not a balanced suggestion. Forget it.
What if instead of storing levels we store exp orbs? That way it would cost the same amount of exp to use or not use the bottles to achieve level 30.
Also it would be good that you should get charged 3 exp orbs for every bottle you enchant, that way you can store exp BUT it will cost you more to get to level 30 because you are using the required exp orbs to get to level 30 + the 3 exp orbs you are using to enchant each exp bottle. I think that this way would be "fair" because it can help you but it will cost you more.
Also I support this idea, +1
Isn't that basically what I said? Well minus the actual # specifics... Flat rate xp, with a small xp charge to make each bottle. of course I was thinking 100xp per bottle though, and possibly 10 xp spent in making it; or could be 64 xp with a 8 xp charge.
To balance this is questionable... Could be a potion that we have to brew in order to even enchant the bottle with the xp. There is an idea at least to extend upon what I have said...
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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.
I like this idea. I used to play animal crossing and that game had it so you could choose how much money to bag up, this could be the same way. Like 5, 10, 20, etc. Make it multiples of five.
It would be like any other valuable item. You could keep it in your inventory or hide it or whatever. Besides, I just ban Griever's.
If this were implemented it would have to be xp based, not level based.
Dying should be a rare event that you work to avoid, and xp is the only thing you can't easily recover. Being able to store it would remove the only real consequence of dying, so I can't support this.
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If crafting a bottle had no cost, a player can "cheat" 45 xp by crafting two 15 level bottles.
However, if a cost of only 5 xp per level was needed to craft a bottle, a player with 15 levels would need to spend 75 xp (5 * 15), which results in a Bottle o' Enchanting worth approximately 10.5 levels ( [255 - 75] / 17).
So even if they crafted two 15 level bottles, they would only end up with around 21 levels when they used them.
The equation for crafting a full 30 levels is bit more complicated, but it results in about 23 levels... a 7 level loss.
This is where is breaks down.
Using this formula, if the player crafted ten level-15 bottles, enough to give them the equivalant of 105 levels, they would have spent a total of 2550 xp to get there. Grinding to level 105 would require 2580 xp.
In short, once a player crafts 10 potions at level 15 they have beaten the system. Increasing the XP cost to craft only prolongs the inevitable.
This is not a balanced suggestion. Forget it.
Isn't that basically what I said? Well minus the actual # specifics... Flat rate xp, with a small xp charge to make each bottle. of course I was thinking 100xp per bottle though, and possibly 10 xp spent in making it; or could be 64 xp with a 8 xp charge.
To balance this is questionable... Could be a potion that we have to brew in order to even enchant the bottle with the xp. There is an idea at least to extend upon what I have said...
http://goo.gl/65fcWQ and click continue.
There are no plugins for xbox edtion...>< Not in vanilla either.... *confused*
I like this idea. I used to play animal crossing and that game had it so you could choose how much money to bag up, this could be the same way. Like 5, 10, 20, etc. Make it multiples of five.
It would be like any other valuable item. You could keep it in your inventory or hide it or whatever. Besides, I just ban Griever's.
If this were implemented it would have to be xp based, not level based.
Dying should be a rare event that you work to avoid, and xp is the only thing you can't easily recover. Being able to store it would remove the only real consequence of dying, so I can't support this.