Suppose you wanted to make a line of awesome enchanted items in your multiplayer server that would be epic, valuable loot. If you name a diamond sword "Pride", it now costs more to repair it. And eventually, you won't be able to repair it at all, because any enchanting cost over 40 is "Too expensive!"
The quote at the bottom describes how anvil costs are calculated, and it looks like a tax analyst invented it.
L=Bk+(nk-1)*Ik+E+2*A+Ik
Are you out of your mind?! I want to make cool, interesting items with flavour to them, and I'm being penalised? I am completely incapable of imagining what led to this system. It's like the programmer heard about fun in a pamphlet about humans on their vacation from Mars.
To find the level cost of an enchantment, one must use the following formula: To find the level of the item in the first slot, you use: LF=Bk+(nk-1)*Ik+E+2*A Where:
LF is the total level of the first item
B is the base cost of the item
n is the tier of enchantment (sharpness 3 would be tier 3)
I is the increment value
E is the extra cost depending on the number of enchantments on the item
A is the amount of times the item has been through the anvil process
When there are subscript letters (such as Bk, nk or Ik), the k is there for each enchantment. For an item with only 1 enchantment, you would only need to add (n-1)*I, while for an item with 4 enchantments, you would do (n-1)*I for each enchantment, along with the base cost of each enchantment To find the total cost of combining two items, you use: L=LF+Ik Where:
L is the total level from the anvil process
LF is the level cost of the first item (from above)
I is the increment value
Once again, when there is a subscript k, you must add on the value for each enchantment.
So what's an easier way to calculate how much an enchantment should cost? I think they have a pretty good system going, honestly. I just hate how it can cost too much to combine enchantments sometimes.
What do you think about not making the item worse by naming it? The item costs more to repair if you name it. The item costs more to enchant if you name it.
The way naming should work, people would have prized mining picks named "Gold Digger", or something. The way naming works now, it's perfectly tuned for naming cocoa beans "poop" to leave in people's chests.
If you name a diamond sword "Pride", it now costs more to repair it. And eventually, you won't be able to repair it at all, because any enchanting cost over 40 is "Too expensive!"
False. Renamed items don't suffer increasing costs to repair. The cost becomes fixed.
It makes it so over time you have to pay more to keep most likely a good enchantment so I think it works perfectly. Yes it is over time not worth it but would you rather try to get that enchantment again?
Ugh, too orderly! Is one little pointless operation or ÷ by 0 too much to ask?
Rollback Post to RevisionRollBack
"Sometimes, I just wanna give up, say 'I'm done with this mess' and go to bed. But you know what; you can't shrug off your responsibilities. You got to pull yourself up and meet the challenges head on. That's the only way you're gonna get ahead in life."
Someone else already said it, but I'm not sure who's listening. Naming an item increases its repair cost once, but it also prevents the price from going up from repeated repairs. If you personalize it, it becomes easier to maintain indefinitely.
And what's complicated about that function? It's all multiplication and addition, with one little subtraction. Bro, do you even math? Crunching functions like that is the easy part of the simple bits when you get into the interesting stuff. Honestly, I was expecting to find a natural log function or something in there. That's got a lot of factors, but every part is simple.
Someone else already said it, but I'm not sure who's listening. Naming an item increases its repair cost once, but it also prevents the price from going up from repeated repairs. If you personalize it, it becomes easier to maintain indefinitely.
this. this. this!
if OP ever saw the algorithms that go into coding anything they'd realise why their post is ridiculous
The quote at the bottom describes how anvil costs are calculated, and it looks like a tax analyst invented it.
L=Bk+(nk-1)*Ik+E+2*A+Ik
Are you out of your mind?! I want to make cool, interesting items with flavour to them, and I'm being penalised? I am completely incapable of imagining what led to this system. It's like the programmer heard about fun in a pamphlet about humans on their vacation from Mars.
The item costs more to repair if you name it.The item costs more to enchant if you name it.The way naming should work, people would have prized mining picks named "Gold Digger", or something. The way naming works now, it's perfectly tuned for naming cocoa beans "poop" to leave in people's chests.
Awesome.
>mfw naming enchanted items costs more
Mostly moved on. May check back a few times a year.
Ugh, too orderly! Is one little pointless operation or ÷ by 0 too much to ask?
Naming an item increases its repair cost once, but it also prevents the price from going up from repeated repairs. If you personalize it, it becomes easier to maintain indefinitely.
And what's complicated about that function? It's all multiplication and addition, with one little subtraction. Bro, do you even math? Crunching functions like that is the easy part of the simple bits when you get into the interesting stuff. Honestly, I was expecting to find a natural log function or something in there. That's got a lot of factors, but every part is simple.
How to not die in a cave
this. this. this!
if OP ever saw the algorithms that go into coding anything they'd realise why their post is ridiculous