Well that's a fat rip. It means netherite armour isn't especially better for fighting the wither.
Despite Netherite armour winning in every category against Diamond except one, not being renewable, it doesn't protect you against the Warden either, two hits and you're dead and while it is in the angered state you have little chance of escaping.
I understand you're supposed to avoid Warden though and like with the Wither, Warden is an optional mob, if you don't want the Warden to spawn then don't go to ancient cities to trigger the Shulk sensors, Mojang made it very clear this is a mob to be avoided at all cost.
Some people have complained about the Warden being such a powerful mob and the likelihood of escaping unscathed to be low unless you know how to cheese it with exploits.
But honestly I don't find the Warden to be that much of a problem, I like the idea of having certain mobs to be avoided and I would welcome the addition of even more optional quests for players in the game as I believe this to be a fair challenge to test the skills and the awareness of a player.
There are plenty of ways in the game to gather resources without triggering the Warden, just go around the ancient city, avoid the Shulk sensors.
it is up to the player to make that choice to avoid him, just as it is our choice whether or not to spawn a Wither or visit End to fight Ender Dragon.
Despite Netherite armour winning in every category against Diamond except one, not being renewable, it doesn't protect you against the Warden either, two hits and you're dead and while it is in the angered state you have little chance of escaping.
I understand you're supposed to avoid Warden though and like with the Wither, Warden is an optional mob, if you don't want the Warden to spawn then don't go to ancient cities to trigger the Shulk sensors, Mojang made it very clear this is a mob to be avoided at all cost.
Some people have complained about the Warden being such a powerful mob and the likelihood of escaping unscathed to be low unless you know how to cheese it with exploits.
But honestly I don't find the Warden to be that much of a problem, I like the idea of having certain mobs to be avoided and I would welcome the addition of even more optional quests for players in the game as I believe this to be a fair challenge to test the skills and the awareness of a player.
There are plenty of ways in the game to gather resources without triggering the Warden, just go around the ancient city, avoid the Shulk sensors.
it is up to the player to make that choice to avoid him, just as it is our choice whether or not to spawn a Wither or visit End to fight Ender Dragon.
ender chests exist
Point is that despite being top tier, netherite armour is inconveniently expensive and not much better than diamond. For most bosses in the game, I would rather use diamond simply because I'd mind losing it less. Except raids where there isn't really much risk of the items despawning unless your village is peeking over a cliff or huge cave edge.
Point is that despite being top tier, netherite armour is inconveniently expensive and not much better than diamond. For most bosses in the game, I would rather use diamond simply because I'd mind losing it less. Except raids where there isn't really much risk of the items despawning unless your village is peeking over a cliff or huge cave edge.
Yes and my point is no one forces people to go fight the Warden, and while it can be potentially spawned by accident, it is usually only done so through player ignorance. So long as people watch out for the Shulk sensors and make detours around them they don't have to worry about spawning it.
And this does not demand quick reflexes either, which is subconscious driven and not inherent to everyone, so it cannot be logically argued to be cheap either, as it is more of a test of patience and strategy than reflexes.
Yes and my point is no one forces people to go fight the Warden, and while it can be potentially spawned by accident, it is usually only done so through player ignorance. So long as people watch out for the Shulk sensors and make detours around them they don't have to worry about spawning it.
And this does not demand quick reflexes either, which is subconscious driven and not inherent to everyone, so it cannot be logically argued to be cheap either, as it is more of a test of patience and strategy than reflexes.
With wardens armour is a moot point. I mean that I do not want to lose it to the bosses that can nuke player items en masse (dragons, withers) or to elder guardians given the mazy natue of water temples + infinite guardians.
Doesn't netherite actually still result in you being killed in one hit, at least if it's unenchanted?
I recall a video showing that, but that even leather armor enchanted with protection made you survive one hit. I think netherite with enchantments made it two, but it may have still been one.
Either way, the warden will make short work of you, and I'm okay with that. It's meant to be something scary, and something you avoid. I wish it could it could actually be made more risky because right now if you summon the warden (and if you're not unaware of it), then it's 100% on you as the player.
I've even heard of people summoning one while branch mining and expressing surprise, and like, okay, you can't see the skulk sensors then but you still hear them, and you still see the darkness effect, and it has to happen four times! How do you not know! If it's your first time, sure, but there are many things in this game (and many games) that you simply learn only by experience. Our deer creepers are one such example. So even saying you didn't see the deep dark/ancient city/skulk/whatever is not an excuse unless you're totally unfamiliar with all that, in which case even SEEING them likely won't change it. You either learn about the warden beforehand from the community, or once you run into it naturally. After that point, it's 100% your fault if one ever gets summoned and you die to it.
Doesn't netherite actually still result in you being killed in one hit, at least if it's unenchanted?
I recall a video showing that, but that even leather armor enchanted with protection made you survive one hit. I think netherite with enchantments made it two, but it may have still been one.
Either way, the warden will make short work of you, and I'm okay with that. It's meant to be something scary, and something you avoid. I wish it could it could actually be made more risky because right now if you summon the warden (and if you're not unaware of it), then it's 100% on you as the player.
I've even heard of people summoning one while branch mining and expressing surprise, and like, okay, you can't see the skulk sensors then but you still hear them, and you still see the darkness effect, and it has to happen four times! How do you not know! If it's your first time, sure, but there are many things in this game (and many games) that you simply learn only by experience. Our deer creepers are one such example. So even saying you didn't see the deep dark/ancient city/skulk/whatever is not an excuse unless you're totally unfamiliar with all that, in which case even SEEING them likely won't change it. You either learn about the warden beforehand from the community, or once you run into it naturally. After that point, it's 100% your fault if one ever gets summoned and you die to it.
Deer creepers would be nice lol. But yeah I agree otherwise.
So blast protection it is then. Or perhaps we'll do what that one thread is saying and put a different protection on each armour piece.
You are way better off using all Protection than a mixture of everything since you'll get the maximum protection from every damage type all at once*; I simply cannot imagine any situation where you'd want a specific type of protection, unless you play on Hard and that would be once piece of Blast Protection and 3 pieces of Protection.
*Protection IV has 4 EPF per piece, 16 total (out of a maximum of 20) while Fire, Blast, and Projectile Protection have 8 EPF per piece; a mixture of all 4 enchantments will give 12 EPF against fire, blast, and projectile damage and 4 EPF against anything else (melee, magic, fall, etc) - in other words, with a mixture of enchantments you are getting less protection against any single source of damage (including fall damage; with Feather Falling added you get 20 EPF with all Protection and 16 with a mix). In the case of one piece of Protection being replaced with Blast / Fire / Projectile Protection you are still getting the same amount of protection from everything else as a full mix, other than melee and magic damage (12 EPF instead of 4) and fall damage (20 EPF instead of 16).
You are way better off using all Protection than a mixture of everything since you'll get the maximum protection from every damage type all at once*; I simply cannot imagine any situation where you'd want a specific type of protection, unless you play on Hard and that would be once piece of Blast Protection and 3 pieces of Protection.
*Protection IV has 4 EPF per piece, 16 total (out of a maximum of 20) while Fire, Blast, and Projectile Protection have 8 EPF per piece; a mixture of all 4 enchantments will give 12 EPF against fire, blast, and projectile damage and 4 EPF against anything else (melee, magic, fall, etc) - in other words, with a mixture of enchantments you are getting less protection against any single source of damage (including fall damage; with Feather Falling added you get 20 EPF with all Protection and 16 with a mix). In the case of one piece of Protection being replaced with Blast / Fire / Projectile Protection you are still getting the same amount of protection from everything else as a full mix, other than melee and magic damage (12 EPF instead of 4) and fall damage (20 EPF instead of 16).
This doesn't matter if you have Mending, which is virtually a given (I'd never think of not using it for my main gear) and diamond should have plenty of durability (an Unbreaking III diamond pickaxe is good for about 6248 uses, or about 6 hours at the rate at which I use one, assuming no sources of XP, which is not the case as I use it when caving with plenty of XP from roes and mobs. I did once "playtest" 1.9 to see how well Mending worked and I had no trouble keeping my gear near 100%, and this was before they buffed it in 1.16 so it only tries to repair items that need it).
Otherwise, the "armor toughness" attribute decreases the loss of protection against higher sources of damage; diamond armor loses 1% protection for every point of damage taken while netherite loses 0.8% and other armor loses 2% (in other words, an attack that deals 10 damage reduces the protection of diamond from 80% to 70%, increasing the damage you take from 2 to 3. Netherite drops from 80% to 72%, or 2.8 damage taken; iron drops from 60% to 40%, or 6 damage taken instead of 4. In all cases enchantments act on the damage that gets through armor; Protection IV results in 1.44 damage taken in iron, 1.08 in diamond, and 1.008 in netherite).
Also, netherite reduces knockback and does not lose durability from fire or lava (if you have good food, like steak or golden carrots, you can survive in lava for as long as your food supply allows, while diamond armor will break after a few minutes; of course, you can also take a Fire Resistance potion and not take any damage at all, including armor durability, in any type of armor, and you'll have enough time to drink it, or even open your inventory and put it in your hand if needed, which is why Fire Protection is not really useful, except maybe the first time you go into the Nether).
This doesn't matter if you have Mending, which is virtually a given (I'd never think of not using it for my main gear) and diamond should have plenty of durability (an Unbreaking III diamond pickaxe is good for about 6248 uses, or about 6 hours at the rate at which I use one, assuming no sources of XP, which is not the case as I use it when caving with plenty of XP from roes and mobs. I did once "playtest" 1.9 to see how well Mending worked and I had no trouble keeping my gear near 100%, and this was before they buffed it in 1.16 so it only tries to repair items that need it).
Otherwise, the "armor toughness" attribute decreases the loss of protection against higher sources of damage; diamond armor loses 1% protection for every point of damage taken while netherite loses 0.8% and other armor loses 2% (in other words, an attack that deals 10 damage reduces the protection of diamond from 80% to 70%, increasing the damage you take from 2 to 3. Netherite drops from 80% to 72%, or 2.8 damage taken; iron drops from 60% to 40%, or 6 damage taken instead of 4. In all cases enchantments act on the damage that gets through armor; Protection IV results in 1.44 damage taken in iron, 1.08 in diamond, and 1.008 in netherite).
Also, netherite reduces knockback and does not lose durability from fire or lava (if you have good food, like steak or golden carrots, you can survive in lava for as long as your food supply allows, while diamond armor will break after a few minutes; of course, you can also take a Fire Resistance potion and not take any damage at all, including armor durability, in any type of armor, and you'll have enough time to drink it, or even open your inventory and put it in your hand if needed, which is why Fire Protection is not really useful, except maybe the first time you go into the Nether).
And if mending were nerfed too heavily then it would make netherite a completely unattractive material option, given its rarity it would make it too much of a hassle for the majority of players to go for except to have trophies just to say they crafted the item.
I have had a suspicion for a long time and still do that, eventually enchantments will be on Mojang's to do list for rebalancing in response to requests from some people who asked them to do it.
By the time this happens a lot of players will be defaulting to Iron weapons, armour or tool materials, not because they want to, but because they want a material that is more easily accessed so they can continue using the same tool or armour piece for practical reasons.
Not everyone wants to spend the majority of their time in cave systems or strip mines looking for resources, some players have other things they'd rather they be doing with their time and they may not have the free time needed to sit down to play the game for more than 30 minutes a day to grind for materials or to seek out the biomes where those resources would be more common, this is why some people build resource farms, usually by Villager trades and such, as a band-aid solution so they have the extra time to build in game communities and towns with their friends online.
As someone who uses Netherite gear myself, for all the reasons mentioned by other people in this thread, I could see myself forfeiting Netherite gear if enchantment nerfs became severe enough to where it was no longer feasible to keep repairing them while also gathering resources to build the city I want to do with friends on the server. It's not a matter of laziness, which not you, but somebody else accused me of a while back when I made the complaint about 1.18 terrain generation, some of us simply don't have the time for this.
People take time to get netherite cause there is Mending. Even with it, a lot of people never bother. If Mending is nerfed, netherite is just dead.
Especially with a durability of only 2031 which is 2031 uses to break the tool, clearly the real usage is a lot less because players wouldn't want to break such an expensive tool item unless you pair it with Unbreaking 3, then the practical total uses is higher.
and before TheMasterCaver claims that is a lot, without mending it wouldn't be, and you're likely not using the tool for getting one item, especially if it happens to be a shovel, you're using it to get dirt, gravel and sand, both sand and gravel are needed to make concrete.
Without Unbreaking enchantments, you wouldn't even be filling up a double chest worth of anything you dug up unless it was the use of a hoe for harvesting which costs zero durability. 10 x 27 = 270. 64 x 20 = 1280. Double this number and you get 2560 which exceeds the base durability points on any netherite tool.
That's not even getting into how excessively grindy it would become just to maintain these items,
and no, I don't want tools in Bastion chests just to use as a "sacrifice" just to repair these, the whole concept of a sacrifice
is wasteful and makes the adventure feel like a drag for anyone, not just myself, nobody likes wasted time or to feel cheated out of what they earned.
Which is stronger, diamond or netherite?
I rarely login to minecraft forum.
i am 6 years old and i pelay mincraft.
Netherite is objectively better, given it is a direct upgrade to diamond stuff.
If you consider being able to burn your stuff in fire as a plus, then diamond hehe.
Wait, does netherite have blast protection like nether stars do?
no
i am 6 years old and i pelay mincraft.
Well that's a fat rip. It means netherite armour isn't especially better for fighting the wither.
Despite Netherite armour winning in every category against Diamond except one, not being renewable, it doesn't protect you against the Warden either, two hits and you're dead and while it is in the angered state you have little chance of escaping.
I understand you're supposed to avoid Warden though and like with the Wither, Warden is an optional mob, if you don't want the Warden to spawn then don't go to ancient cities to trigger the Shulk sensors, Mojang made it very clear this is a mob to be avoided at all cost.
Some people have complained about the Warden being such a powerful mob and the likelihood of escaping unscathed to be low unless you know how to cheese it with exploits.
But honestly I don't find the Warden to be that much of a problem, I like the idea of having certain mobs to be avoided and I would welcome the addition of even more optional quests for players in the game as I believe this to be a fair challenge to test the skills and the awareness of a player.
There are plenty of ways in the game to gather resources without triggering the Warden, just go around the ancient city, avoid the Shulk sensors.
it is up to the player to make that choice to avoid him, just as it is our choice whether or not to spawn a Wither or visit End to fight Ender Dragon.
ender chests exist
Point is that despite being top tier, netherite armour is inconveniently expensive and not much better than diamond. For most bosses in the game, I would rather use diamond simply because I'd mind losing it less. Except raids where there isn't really much risk of the items despawning unless your village is peeking over a cliff or huge cave edge.
Yes and my point is no one forces people to go fight the Warden, and while it can be potentially spawned by accident, it is usually only done so through player ignorance. So long as people watch out for the Shulk sensors and make detours around them they don't have to worry about spawning it.
And this does not demand quick reflexes either, which is subconscious driven and not inherent to everyone, so it cannot be logically argued to be cheap either, as it is more of a test of patience and strategy than reflexes.
With wardens armour is a moot point. I mean that I do not want to lose it to the bosses that can nuke player items en masse (dragons, withers) or to elder guardians given the mazy natue of water temples + infinite guardians.
Doesn't netherite actually still result in you being killed in one hit, at least if it's unenchanted?
I recall a video showing that, but that even leather armor enchanted with protection made you survive one hit. I think netherite with enchantments made it two, but it may have still been one.
Either way, the warden will make short work of you, and I'm okay with that. It's meant to be something scary, and something you avoid. I wish it could it could actually be made more risky because right now if you summon the warden (and if you're not unaware of it), then it's 100% on you as the player.
I've even heard of people summoning one while branch mining and expressing surprise, and like, okay, you can't see the skulk sensors then but you still hear them, and you still see the darkness effect, and it has to happen four times! How do you not know! If it's your first time, sure, but there are many things in this game (and many games) that you simply learn only by experience. Our deer creepers are one such example. So even saying you didn't see the deep dark/ancient city/skulk/whatever is not an excuse unless you're totally unfamiliar with all that, in which case even SEEING them likely won't change it. You either learn about the warden beforehand from the community, or once you run into it naturally. After that point, it's 100% your fault if one ever gets summoned and you die to it.
Yeah, it is a fat rip.
i am 6 years old and i pelay mincraft.
Deer creepers would be nice lol. But yeah I agree otherwise.
So blast protection it is then. Or perhaps we'll do what that one thread is saying and put a different protection on each armour piece.
Oops I used the wrong spelling of dear, haha.
You are way better off using all Protection than a mixture of everything since you'll get the maximum protection from every damage type all at once*; I simply cannot imagine any situation where you'd want a specific type of protection, unless you play on Hard and that would be once piece of Blast Protection and 3 pieces of Protection.
*Protection IV has 4 EPF per piece, 16 total (out of a maximum of 20) while Fire, Blast, and Projectile Protection have 8 EPF per piece; a mixture of all 4 enchantments will give 12 EPF against fire, blast, and projectile damage and 4 EPF against anything else (melee, magic, fall, etc) - in other words, with a mixture of enchantments you are getting less protection against any single source of damage (including fall damage; with Feather Falling added you get 20 EPF with all Protection and 16 with a mix). In the case of one piece of Protection being replaced with Blast / Fire / Projectile Protection you are still getting the same amount of protection from everything else as a full mix, other than melee and magic damage (12 EPF instead of 4) and fall damage (20 EPF instead of 16).
https://minecraft.fandom.com/wiki/Armor#Enchantments
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 make a good argument, so fair enough.
netherriht because of its durability
Piece of cake
This doesn't matter if you have Mending, which is virtually a given (I'd never think of not using it for my main gear) and diamond should have plenty of durability (an Unbreaking III diamond pickaxe is good for about 6248 uses, or about 6 hours at the rate at which I use one, assuming no sources of XP, which is not the case as I use it when caving with plenty of XP from roes and mobs. I did once "playtest" 1.9 to see how well Mending worked and I had no trouble keeping my gear near 100%, and this was before they buffed it in 1.16 so it only tries to repair items that need it).
Otherwise, the "armor toughness" attribute decreases the loss of protection against higher sources of damage; diamond armor loses 1% protection for every point of damage taken while netherite loses 0.8% and other armor loses 2% (in other words, an attack that deals 10 damage reduces the protection of diamond from 80% to 70%, increasing the damage you take from 2 to 3. Netherite drops from 80% to 72%, or 2.8 damage taken; iron drops from 60% to 40%, or 6 damage taken instead of 4. In all cases enchantments act on the damage that gets through armor; Protection IV results in 1.44 damage taken in iron, 1.08 in diamond, and 1.008 in netherite).
Also, netherite reduces knockback and does not lose durability from fire or lava (if you have good food, like steak or golden carrots, you can survive in lava for as long as your food supply allows, while diamond armor will break after a few minutes; of course, you can also take a Fire Resistance potion and not take any damage at all, including armor durability, in any type of armor, and you'll have enough time to drink it, or even open your inventory and put it in your hand if needed, which is why Fire Protection is not really useful, except maybe the first time you go into the Nether).
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?
And if mending were nerfed too heavily then it would make netherite a completely unattractive material option, given its rarity it would make it too much of a hassle for the majority of players to go for except to have trophies just to say they crafted the item.
I have had a suspicion for a long time and still do that, eventually enchantments will be on Mojang's to do list for rebalancing in response to requests from some people who asked them to do it.
By the time this happens a lot of players will be defaulting to Iron weapons, armour or tool materials, not because they want to, but because they want a material that is more easily accessed so they can continue using the same tool or armour piece for practical reasons.
Not everyone wants to spend the majority of their time in cave systems or strip mines looking for resources, some players have other things they'd rather they be doing with their time and they may not have the free time needed to sit down to play the game for more than 30 minutes a day to grind for materials or to seek out the biomes where those resources would be more common, this is why some people build resource farms, usually by Villager trades and such, as a band-aid solution so they have the extra time to build in game communities and towns with their friends online.
As someone who uses Netherite gear myself, for all the reasons mentioned by other people in this thread, I could see myself forfeiting Netherite gear if enchantment nerfs became severe enough to where it was no longer feasible to keep repairing them while also gathering resources to build the city I want to do with friends on the server. It's not a matter of laziness, which not you, but somebody else accused me of a while back when I made the complaint about 1.18 terrain generation, some of us simply don't have the time for this.
People take time to get netherite cause there is Mending. Even with it, a lot of people never bother. If Mending is nerfed, netherite is just dead.
Especially with a durability of only 2031 which is 2031 uses to break the tool, clearly the real usage is a lot less because players wouldn't want to break such an expensive tool item unless you pair it with Unbreaking 3, then the practical total uses is higher.
and before TheMasterCaver claims that is a lot, without mending it wouldn't be, and you're likely not using the tool for getting one item, especially if it happens to be a shovel, you're using it to get dirt, gravel and sand, both sand and gravel are needed to make concrete.
Without Unbreaking enchantments, you wouldn't even be filling up a double chest worth of anything you dug up unless it was the use of a hoe for harvesting which costs zero durability. 10 x 27 = 270. 64 x 20 = 1280. Double this number and you get 2560 which exceeds the base durability points on any netherite tool.
That's not even getting into how excessively grindy it would become just to maintain these items,
and no, I don't want tools in Bastion chests just to use as a "sacrifice" just to repair these, the whole concept of a sacrifice
is wasteful and makes the adventure feel like a drag for anyone, not just myself, nobody likes wasted time or to feel cheated out of what they earned.