I want to take the time to mention I am impressed with the level of protection enchanted armour provides, and it doesn't have to be diamond either.
After some experimenting I've confirmed that armour with protection 4 enchantment would have saved me from being killed by the drowned if my controller batteries ran out as they did earlier tonight after I was building the sail on my pirate ship near the house at the shore.
The power cable for the Xbox Controller was only a few feet in front of me.
if the armour wasn't enchanted there is zero chance I would've gotten away with this however. lol
I wouldn't have taken the risk if it were in the nether or near lava, such as in the mines. But when you have full enchantments on you do have a bit of time to respond to danger if it is from monsters in the overworld and if there are no ravines or holes around.
About 15 seconds and less than half my health was drained, I wasn't even close to drowning either, thanks to Respiration 3.
The TLDR version is, enchantments are worth it if you're willing to work for them.
It really is all about enchantments ever since, for whatever reason, Mojang decided to add general armor penetration in 1.9; even diamond armor can be reduced to almost nothing since up to 80% of armor points can be penetrated and the protection is not linear (the base defense of diamond is 80% while iron is 60% but diamond halves the damage taken, rather than just being 33% better as the percentages might imply (using the damage that gets through you have 20% / 40% vs 80% / 60% for the defense). For comparison, pre-1.9 diamond effectively always gives you 5x health while post-1.9 diamond can be as low as 1.19x, worse than pre-1.9 leather at 1.39x). Creepers can even one-shot a player in unenchanted diamond armor on Normal difficulty while before 1.9 you could survive on Hard with 2 1/2 hearts left, or Normal with half a heart in iron.
IMO, they shouldn't have made it general, just specific to certain weapons or attacks (various forms of damage already ignored armor); for example, in TMCW I gave axes the unique properly of armor penetration using the same rules as 1.9 when a mob deals damage but with half the effect when a player deals damage (the changes in 1.9 also nerfed mobs due to being applied to all armor; at the same time enchantments were buffed since full Protection IV now reduces damage by a constant 64% instead of a randomized 40-80%, with specific forms being even better, a constant 80% vs 52-80%).
It really is all about enchantments ever since, for whatever reason, Mojang decided to add general armor penetration in 1.9; even diamond armor can be reduced to almost nothing since up to 80% of armor points can be penetrated and the protection is not linear (the base defense of diamond is 80% while iron is 60% but diamond halves the damage taken, rather than just being 33% better as the percentages might imply (using the damage that gets through you have 20% / 40% vs 80% / 60% for the defense). For comparison, pre-1.9 diamond effectively always gives you 5x health while post-1.9 diamond can be as low as 1.19x, worse than pre-1.9 leather at 1.39x). Creepers can even one-shot a player in unenchanted diamond armor on Normal difficulty while before 1.9 you could survive on Hard with 2 1/2 hearts left, or Normal with half a heart in iron.
IMO, they shouldn't have made it general, just specific to certain weapons or attacks (various forms of damage already ignored armor); for example, in TMCW I gave axes the unique properly of armor penetration using the same rules as 1.9 when a mob deals damage but with half the effect when a player deals damage (the changes in 1.9 also nerfed mobs due to being applied to all armor; at the same time enchantments were buffed since full Protection IV now reduces damage by a constant 64% instead of a randomized 40-80%, with specific forms being even better, a constant 80% vs 52-80%).
I agree, Protection enchantment shouldn't have been for general damage, but rather just be specific to weapons and melee. Such as in the case with the drowned even with tridents, like my situation earlier I forgot to mention.
It should protect against zombies and arrows from skeletons as well as drowned tridents,
but not protect you against tridents and arrows as much as projectile enchantment.
but it should not provide protection against Creeper explosions or lava.
Those damage types ought to be specific to their relevant enchantments only
Such as Fire Protection protecting you against lava, fire and flame/fire aspect enchantments,
Creeper's should require Blast Protection enchantment to prevent you being insta killed with all 10 hearts.
The two above ought to be considered special damage types, not just combat.
So if you wanted protection against all damage types
then each piece should be enchanted with a specific enchantment type.
Jack of All Trades, you don't get the best of all, but you don't get the worst either.
You could have a full set of armour with the same protection type enchantment, i.e Fire Protection 4, but their effects being stacked, so you could swim for a little while in lava without a fire resistance potion and survive, but in so doing, you lose other protection types, making you vulnerable to Wither skeletons and Ghasts.
This would make more sense, IMO.
Edit: allow me to give a few more specifics regarding Protection 4.
While I still agree with it providing protection against melee and weapons
Its damage reduction ought to be half that of Projectile Enchantment if taking a hit from arrows, crossbow or trident.
in addition, Projectile enchantment should be made to reduce knock back effects caused by projectiles.
While Projection 1 - 4 providing zero knock back reduction, just reduces damage to you from melee.
Protection 4 - reduced damage from zombie punches, Phantom strikes, strikes from Wither skeleton sword etc.
Projectile Protection 4 - reduced damage from arrows from crossbow, bow, trident, llama spit (if that's even necessary), and greater protection against projectiles than Protection 4.
Blast Protection - reduced damage from TNT, Creeper, Ghast, Wither, the initial explosive effect of Ghast fireball.
Fire Protection 4 - reduced DPS by burn status and burn time, and a reduced amount of damage from lava/fire themselves.
I highly disagree, Protection is already less effective - 64% damage reduction means you take 1.8 times more damage than 80% (this is 36% / 20% - you always look at the damage that gets through, not the damage reduction amount, which misleads you to think they aren't very different - the protection increases exponentially as you approach 100%; 90% is twice as good as 80%, 95% is twice as good as 90%, and so on), so it basically already is only half as effective as the specialized enchantments. Creepers are also insanely overpowered as-is and are the main reason why I wear the armor that I do and even nerfed their damage in TMCW (though they can keep moving during countdown, increasing the chance of receiving point-blank damage, which is higher than the damage they deal when they walk up to you and stop 3 blocks away in vanilla).
This also leads to another thing I dislike about 1.9 - the reduction in Sharpness and weapon damage now means it is not possible to kill zombies in two hits unless one is critical and cave spiders are likewise no longer a one-hit kill (my own form of an "attack cooldown" in TMCW plays nicely with this by having a wider "effective range"; if damage (14.25 for a Sharpness V diamond-equivalent sword) drops to less than 12 you can no longer one-hit cave spiders but can still two-hit regular mobs, while zombies no longer able to be two-hit after it drops to 11, and only after it drops below 10 do you see most other mobs being affected, while this happens as soon as any sort of cooldown takes effect in 1.9 since even a Sharpness V diamond sword deals only 10 damage. Of course, my cooldown is also based on inaccurate hits, not raw attack rate so you can attack as fast as you can as long as you don't hit mobs that are damage-immune or miss entirely).
I certainly don't want to have to carry around multiple pieces of equipment considering how tight inventory space already is when you mine thousands of ores per play session (this mainly refers to the player inventory, not ender chests or the like, and is also the main reason why I stopped using Fortune; the less inventory space and/or the faster I collect resources the more often I have to stop to empty my inventory). Of course, all of this is a moot point since I make my own updates (many features in TMCW are my own ideas of how things could have been implemented, ranging from a cave update, biome layout, handling limited block IDs, how Mending works, and to performance).
I highly disagree, Protection is already less effective - 64% damage reduction means you take 1.8 times more damage than 80% (this is 36% / 20% - you always look at the damage that gets through, not the damage reduction amount, which misleads you to think they aren't very different - the protection increases exponentially as you approach 100%; 90% is twice as good as 80%, 95% is twice as good as 90%, and so on), so it basically already is only half as effective as the specialized enchantments. Creepers are also insanely overpowered as-is and are the main reason why I wear the armor that I do and even nerfed their damage in TMCW (though they can keep moving during countdown, increasing the chance of receiving point-blank damage, which is higher than the damage they deal when they walk up to you and stop 3 blocks away in vanilla).
This also leads to another thing I dislike about 1.9 - the reduction in Sharpness and weapon damage now means it is not possible to kill zombies in two hits unless one is critical and cave spiders are likewise no longer a one-hit kill (my own form of an "attack cooldown" in TMCW plays nicely with this by having a wider "effective range"; if damage (14.25 for a Sharpness V diamond-equivalent sword) drops to less than 12 you can no longer one-hit cave spiders but can still two-hit regular mobs, while zombies no longer able to be two-hit after it drops to 11, and only after it drops below 10 do you see most other mobs being affected, while this happens as soon as any sort of cooldown takes effect in 1.9 since even a Sharpness V diamond sword deals only 10 damage. Of course, my cooldown is also based on inaccurate hits, not raw attack rate so you can attack as fast as you can as long as you don't hit mobs that are damage-immune or miss entirely).
I certainly don't want to have to carry around multiple pieces of equipment considering how tight inventory space already is when you mine thousands of ores per play session (this mainly refers to the player inventory, not ender chests or the like, and is also the main reason why I stopped using Fortune; the less inventory space and/or the faster I collect resources the more often I have to stop to empty my inventory). Of course, all of this is a moot point since I make my own updates (many features in TMCW are my own ideas of how things could have been implemented, ranging from a cave update, biome layout, handling limited block IDs, how Mending works, and to performance).
You disagree? then what did you mean by this? > "IMO, they shouldn't have made it general, just specific to certain weapons or attacks"
I mean no disrespect here, but you said it shouldn't have been made to protect you against general damage sources, not in exact words in the quote, but it means the same.
The other point you made about inventory space is correct, but what does fortune enchantment have to do with combat?
Normally in strip mining sessions I don't have to worry about monsters, but like you, I still wear armour just in case, and I keep my Xbox controller on the power cable in case lava pours out of the wall that was just broken down or if mob spawners are nearby etc, and while inventory space can be a problem with Fortune 3, it is useful for increasing the amount of diamonds collected per ore, so I wouldn't give that up personally, instead I carry chests or barrels into the mines and place them in different locations, problem solved, inventory is for all intents and purposes, is expanded many fold, I can then move items to the permanent storage facilities at the time of my choosing, while storing rares in the ender chest. Of course the chest/barrel solution is only situational, but it definitely works when you're mining, obviously.
Anyway back on the combat point, you questioned could I imagine what it would be like to carry around more sets of armour.
But why would anyone wish to risk wasting Respiration and Aqua Affinity enchantments for armour that was intended for the nether when there was a possibility of losing them in lava? I suspect there are already players who thought about this and have different sets of armour anyway for that reason.
You also got to consider the possibility that Mojang may nerf armour at some point in the future so fewer enchantments could be placed on them, in that case you would be forced to craft different sets of armour regardless, this on top of the fact some of us like to craft spares just in case.
You disagree? then what did you mean by this? > "IMO, they shouldn't have made it general, just specific to certain weapons or attacks"
I mean no disrespect here, but you said it shouldn't have been made to protect you against general damage sources, not in exact words in the quote, but it means the same.
I really should let TheMasterCaver answer for himself, but It's obvious he was referring to armor penetration, not the Protection enchantment.
I want to take the time to mention I am impressed with the level of protection enchanted armour provides, and it doesn't have to be diamond either.
After some experimenting I've confirmed that armour with protection 4 enchantment would have saved me from being killed by the drowned if my controller batteries ran out as they did earlier tonight after I was building the sail on my pirate ship near the house at the shore.
The power cable for the Xbox Controller was only a few feet in front of me.
if the armour wasn't enchanted there is zero chance I would've gotten away with this however. lol
I wouldn't have taken the risk if it were in the nether or near lava, such as in the mines. But when you have full enchantments on you do have a bit of time to respond to danger if it is from monsters in the overworld and if there are no ravines or holes around.
About 15 seconds and less than half my health was drained, I wasn't even close to drowning either, thanks to Respiration 3.
The TLDR version is, enchantments are worth it if you're willing to work for them.
It really is all about enchantments ever since, for whatever reason, Mojang decided to add general armor penetration in 1.9; even diamond armor can be reduced to almost nothing since up to 80% of armor points can be penetrated and the protection is not linear (the base defense of diamond is 80% while iron is 60% but diamond halves the damage taken, rather than just being 33% better as the percentages might imply (using the damage that gets through you have 20% / 40% vs 80% / 60% for the defense). For comparison, pre-1.9 diamond effectively always gives you 5x health while post-1.9 diamond can be as low as 1.19x, worse than pre-1.9 leather at 1.39x). Creepers can even one-shot a player in unenchanted diamond armor on Normal difficulty while before 1.9 you could survive on Hard with 2 1/2 hearts left, or Normal with half a heart in iron.
IMO, they shouldn't have made it general, just specific to certain weapons or attacks (various forms of damage already ignored armor); for example, in TMCW I gave axes the unique properly of armor penetration using the same rules as 1.9 when a mob deals damage but with half the effect when a player deals damage (the changes in 1.9 also nerfed mobs due to being applied to all armor; at the same time enchantments were buffed since full Protection IV now reduces damage by a constant 64% instead of a randomized 40-80%, with specific forms being even better, a constant 80% vs 52-80%).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I agree, Protection enchantment shouldn't have been for general damage, but rather just be specific to weapons and melee. Such as in the case with the drowned even with tridents, like my situation earlier I forgot to mention.
It should protect against zombies and arrows from skeletons as well as drowned tridents,
but not protect you against tridents and arrows as much as projectile enchantment.
but it should not provide protection against Creeper explosions or lava.
Those damage types ought to be specific to their relevant enchantments only
Such as Fire Protection protecting you against lava, fire and flame/fire aspect enchantments,
Creeper's should require Blast Protection enchantment to prevent you being insta killed with all 10 hearts.
The two above ought to be considered special damage types, not just combat.
So if you wanted protection against all damage types
then each piece should be enchanted with a specific enchantment type.
Jack of All Trades, you don't get the best of all, but you don't get the worst either.
You could have a full set of armour with the same protection type enchantment, i.e Fire Protection 4, but their effects being stacked, so you could swim for a little while in lava without a fire resistance potion and survive, but in so doing, you lose other protection types, making you vulnerable to Wither skeletons and Ghasts.
This would make more sense, IMO.
Edit: allow me to give a few more specifics regarding Protection 4.
While I still agree with it providing protection against melee and weapons
Its damage reduction ought to be half that of Projectile Enchantment if taking a hit from arrows, crossbow or trident.
in addition, Projectile enchantment should be made to reduce knock back effects caused by projectiles.
While Projection 1 - 4 providing zero knock back reduction, just reduces damage to you from melee.
Protection 4 - reduced damage from zombie punches, Phantom strikes, strikes from Wither skeleton sword etc.
Projectile Protection 4 - reduced damage from arrows from crossbow, bow, trident, llama spit (if that's even necessary), and greater protection against projectiles than Protection 4.
Blast Protection - reduced damage from TNT, Creeper, Ghast, Wither, the initial explosive effect of Ghast fireball.
Fire Protection 4 - reduced DPS by burn status and burn time, and a reduced amount of damage from lava/fire themselves.
I highly disagree, Protection is already less effective - 64% damage reduction means you take 1.8 times more damage than 80% (this is 36% / 20% - you always look at the damage that gets through, not the damage reduction amount, which misleads you to think they aren't very different - the protection increases exponentially as you approach 100%; 90% is twice as good as 80%, 95% is twice as good as 90%, and so on), so it basically already is only half as effective as the specialized enchantments. Creepers are also insanely overpowered as-is and are the main reason why I wear the armor that I do and even nerfed their damage in TMCW (though they can keep moving during countdown, increasing the chance of receiving point-blank damage, which is higher than the damage they deal when they walk up to you and stop 3 blocks away in vanilla).
This also leads to another thing I dislike about 1.9 - the reduction in Sharpness and weapon damage now means it is not possible to kill zombies in two hits unless one is critical and cave spiders are likewise no longer a one-hit kill (my own form of an "attack cooldown" in TMCW plays nicely with this by having a wider "effective range"; if damage (14.25 for a Sharpness V diamond-equivalent sword) drops to less than 12 you can no longer one-hit cave spiders but can still two-hit regular mobs, while zombies no longer able to be two-hit after it drops to 11, and only after it drops below 10 do you see most other mobs being affected, while this happens as soon as any sort of cooldown takes effect in 1.9 since even a Sharpness V diamond sword deals only 10 damage. Of course, my cooldown is also based on inaccurate hits, not raw attack rate so you can attack as fast as you can as long as you don't hit mobs that are damage-immune or miss entirely).
I certainly don't want to have to carry around multiple pieces of equipment considering how tight inventory space already is when you mine thousands of ores per play session (this mainly refers to the player inventory, not ender chests or the like, and is also the main reason why I stopped using Fortune; the less inventory space and/or the faster I collect resources the more often I have to stop to empty my inventory). Of course, all of this is a moot point since I make my own updates (many features in TMCW are my own ideas of how things could have been implemented, ranging from a cave update, biome layout, handling limited block IDs, how Mending works, and to performance).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
You disagree? then what did you mean by this? > "IMO, they shouldn't have made it general, just specific to certain weapons or attacks"
I mean no disrespect here, but you said it shouldn't have been made to protect you against general damage sources, not in exact words in the quote, but it means the same.
The other point you made about inventory space is correct, but what does fortune enchantment have to do with combat?
Normally in strip mining sessions I don't have to worry about monsters, but like you, I still wear armour just in case, and I keep my Xbox controller on the power cable in case lava pours out of the wall that was just broken down or if mob spawners are nearby etc, and while inventory space can be a problem with Fortune 3, it is useful for increasing the amount of diamonds collected per ore, so I wouldn't give that up personally, instead I carry chests or barrels into the mines and place them in different locations, problem solved, inventory is for all intents and purposes, is expanded many fold, I can then move items to the permanent storage facilities at the time of my choosing, while storing rares in the ender chest. Of course the chest/barrel solution is only situational, but it definitely works when you're mining, obviously.
Anyway back on the combat point, you questioned could I imagine what it would be like to carry around more sets of armour.
But why would anyone wish to risk wasting Respiration and Aqua Affinity enchantments for armour that was intended for the nether when there was a possibility of losing them in lava? I suspect there are already players who thought about this and have different sets of armour anyway for that reason.
You also got to consider the possibility that Mojang may nerf armour at some point in the future so fewer enchantments could be placed on them, in that case you would be forced to craft different sets of armour regardless, this on top of the fact some of us like to craft spares just in case.
I really should let TheMasterCaver answer for himself, but It's obvious he was referring to armor penetration, not the Protection enchantment.
Just testing.