According to the statistics on effective enchantment of diamond equipment as presented by the folks at www.minecraftenchantmentcalculator.com, it is safe to say that enchanting at level 30 will generally produce ideal results. While there are a few areas that do not have peak probabilities, the difference between the peak and the level 30 probability is never more than a couple of percentage points. This, combined with the vastly reduced cost of high level enchantments, means that the old tactic of manipulating bookshelves around the enchanting table is no longer all that useful.
Instead, we have a new system that gives us a sneak peak at the first enchantment that will be selected on a given item at a given enchantment level. This data provides an opportunity to statistically model what other enchantments are likely to be present. In turn, this would allow players to make an informed decision about their enchantment choice.
Enchantment possibilities are primarily controlled by a random value known as the Enchantment Seed. This Enchantment Seed is saved with your game and will only change when you make an Enchantment. While there is an extremely large number of possible seeds, the data on the first selected enchantment provided by the game can help model what manner of secondary enchantments will be available.
There are several levels of analysis that could produce increasingly detailed models. At the first level, we can record what Enchantment we were told to expect, what the item being enchanted was, and what enchantments the final product actually had. At the second level, we can record what the level requirement and expected enchantments were at the lower 2 levels of enchantment. Higher levels would involve recording data from other enchantable items, but this is impractical because checking a list of items other than the one being enchanted would be a tedious process, and would be needed not only for the initial data collection, but also when applying the results in regular gameplay. As such, I will only be collecting data for the first 2 levels of analysis.
If you want to contribute to this project, simply bookmark this page and bring it up when you are doing enchanting in-game. All questions related to the first level of analysis (as described above) are considered required, but those extra questions relating to the second level of analysis are optional. And deciding to contribute is by no means binding - make contributions whenever you feel like it. The more people who contribute to this, the faster there will be enough data to compute usable results. I'd like to have several thousand points of data at least; a daunting task for one person, but a trivial one if the entire Minecraft community were to contribute.
According to the statistics on effective enchantment of diamond equipment as presented by the folks at www.minecraftenchantmentcalculator.com, it is safe to say that enchanting at level 30 will generally produce ideal results. While there are a few areas that do not have peak probabilities, the difference between the peak and the level 30 probability is never more than a couple of percentage points. This, combined with the vastly reduced cost of high level enchantments, means that the old tactic of manipulating bookshelves around the enchanting table is no longer all that useful.
Instead, we have a new system that gives us a sneak peak at the first enchantment that will be selected on a given item at a given enchantment level. This data provides an opportunity to statistically model what other enchantments are likely to be present. In turn, this would allow players to make an informed decision about their enchantment choice.
Enchantment possibilities are primarily controlled by a random value known as the Enchantment Seed. This Enchantment Seed is saved with your game and will only change when you make an Enchantment. While there is an extremely large number of possible seeds, the data on the first selected enchantment provided by the game can help model what manner of secondary enchantments will be available.
There are several levels of analysis that could produce increasingly detailed models. At the first level, we can record what Enchantment we were told to expect, what the item being enchanted was, and what enchantments the final product actually had. At the second level, we can record what the level requirement and expected enchantments were at the lower 2 levels of enchantment. Higher levels would involve recording data from other enchantable items, but this is impractical because checking a list of items other than the one being enchanted would be a tedious process, and would be needed not only for the initial data collection, but also when applying the results in regular gameplay. As such, I will only be collecting data for the first 2 levels of analysis.
If you want to contribute to this project, simply bookmark this page and bring it up when you are doing enchanting in-game. All questions related to the first level of analysis (as described above) are considered required, but those extra questions relating to the second level of analysis are optional. And deciding to contribute is by no means binding - make contributions whenever you feel like it. The more people who contribute to this, the faster there will be enough data to compute usable results. I'd like to have several thousand points of data at least; a daunting task for one person, but a trivial one if the entire Minecraft community were to contribute.