Just a simple question for you guys. What do you think about Mending? Because I'm personally thinking it's much too over-powered. I found this out by watching the beginning of this video (Jevin starts talking about it at around a minute in):
Anyways, I'm thinking this is way too easy for those who find it. Answer the poll and let me know what you think.
In my opinion, yes. It's far too OP for what it is, even though it's rare (Or grindy if you cure villagers and start a village).
Essentially you get 2 durability for each exp from orbs you pick up which is then randomly distributed to any armour or held items with the Mending enchantment. This results in pretty much any task involving exp (not just mobs) repairing your items.
Most hostile mobs you kill gives you 5 exp (10 for blazes, +1-3 each worn item for zombies/skeletons, +7 for babies e.t.c) which results in 10 durability per kill. This amount of durability is also effectively multiplied by the Unbreaking enchantment due to it making tools last up to 4 times the normal length, or 40 durability every kill.
No matter how massively enchanted your items are, they always repair 2 durability each exp or even more if it has Unbreaking on it.
Leather boots with just mending on it. 2 durability each exp.
Diamond boots with protection 4, unbreaking 3, thorns 3, feather falling 4, depth strider 3 and mending on it. Since the unbreaking 3 makes armour last roughly 43% longer you get 2.86 durability each exp, even though it's massively more enchanted and a much higher tier item then leather.
The worst part is the fact you don't even have to put yourself at risk to freely repair your items. Breeding/killing farm animals, fishing, trading and cooking stuff in a furnace all repair your items.
So yes, in my opinion this enchantment is OP due to the fact once you get it, you can maximum enchant your things with books and then keep your items repaired very cheaply forever.
(And even though trading for them costs double emeralds, since it's only a level 1 enchantment it only costs 5-19 x2(10-38) emeralds)
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Current Avatar: Matt the Pirate Knight (Bullet Heaven 2)
Voted no, simply because one of the most tedius things in the world is trying to enchant new tools because the old one got too expensive to repair. This enchant fixes that problem for me.
Items getting too expensive with repeated repairs is no longer a thing if you rename items in 1.9 (Or they should be, I tested it in 15w47a and it seemed to make no difference).
So this shouldn't be a problem anymore if you rename items first.
You're misinterpreting this change. Items don't stop becoming more expensive simply because they were named first. Rather, the action of naming an item doesn't increase the prior work penalty the next time the tool is being worked on.
So, what this means is if it took, say 7 levels to repair a tool, and you rename it, it will take around 15 levels to repair it again after it is renamed. This is different from previous versions, since the same process would boost the second repair to 30+ levels. See the difference?
And keep in mind, this change is strictly for renaming. Repairing items will still increase the prior work penalty.
Consider this - prior to 1.8 (I play on 1.6.4) you could simply rename an item and stop the repair cost from increasing, all for only 7 levels (plus whatever the base cost was); this has enabled me to, among other things, repair an Efficiency V, Unbreaking III diamond pickaxe well over 100 times without having to enchant or replace it. In fact, at one time I even used one with Fortune III as well, repairing it some 160 times (but only for about a third of the uses, see below). I've also only made a single set of diamond armor, and so on.
Of course, each repair of the first pickaxe costs me 33 levels (1032 XP, 0.17 XP per use) and 3 diamonds and the second one costs 37 levels (1406 XP, 0.9 XP per use) for one diamond (5624 XP and 4 diamonds to restore full durability since it is too expensive to be repaired with a new pickaxe) due to the fact that before 1.8 you had to pay for durability and enchantments when repairing an item, which also meant no repairing maxed-out gear (the diamond boots mentioned by 9314265068 would cost 69 levels just for the enchantments alone, not including Mending. I'm not sure what Mending would cost (perhaps 8 levels, the same as Silk Touch or Infinity) and the Wiki only shows the cost for up to 5 enchantments but the total cost would likely be well over 80 levels. By comparison, any diamond tool requires only 781 XP to restore full durability with Mending - and you never need to make anvils or mine more diamonds either. Also, durability is pretty much irrelevant with Mending - a gold pickaxe with only Mending can sustainably mine coal (averaging 1 XP or 2 durability per block).
I'm not sure why they didn't consider making Mending a replacement for renaming an item to keep its cost from increasing - and applying the pre-1.8 repair costs instead of just a prior work penalty + 2 levels (to avoid wasting a Mending book the cost to add Mending could be the repair cost; e.g. 33 levels in the case of the first pickaxe mentioned. For items which are too expensive for an item repair, such as the second pickaxe, the cost could be the highest unit cost possible, 37 levels in this case. This assumes that Mending doesn't have any costs itself, which is reasonable with the 1.8 repair mechanics otherwise).
Even the pre-1.8 repair costs are really cheap when you do the calculations; my Sharpness V, Knockback II, Unbreaking III diamond sword may cost 35 levels (1205 XP) for a partial repair with 2 diamonds but it is good for another 3120 uses or 1560 mob kills - at least 7800 XP or more than 6 times the XP needed to repair it again. Most telling is that I've never used an XP farm - all of my XP comes from naturally spawned mobs and mining and it isn't uncommon for me to get to level 60+ before I repair something (I've never been able to understand why XP farms are considered to be "essential". The greatly reduced enchanting costs in 1.8 - and repair costs in general, staring at just 2 levels, mean that you'll be spending far less XP in the long run even without Mending).
Note that the XP costs listed here would be higher in 1.8+; for example, my sword would cost 2045 XP (which is still less than a third of the XP gotten back). Conversely, if repaired using the 1.8 repair system the cost would increase to 33 levels for the final repair - which is still far cheaper since that is with a new sword, restoring twice as much durability (and 15600 XP gotten back per repair), hence why I said you'd spend far less levels over the long run even without Mending.
I do not think it is OP. Enchanting new items and repairing old items isn't very fun, and I find it to be fairly wasteful too. It seems like 4/5s of what Ienchant is complete junk, and in the time to get 1 good sword from enchanting, I get 10 bad swords. Might just be my luck, but enchanting new items isn't very efficient, considering that mobs are easy enough to fight with no armor and a wood sword; much less full protection 4 diamond armor.
"But B17, it will make it too easy!" I hear you saying. Enchanting and repairing is not a hard task. Get a stack of lapis ore then mine it up with Fortune 3 and your set for forever. Set up an XP farm and your set for forever. At the point where you have the best tools, weapons, and armor in the game, you already have plenty of diamonds to repair. It isn't a challenge, just an annoying task that I would rather not do, and by not doing it save myself a ton of time so I can do more interesting things.
I like it. It's rare so I don't think it's OP. Some may say Haste II Efficiency V on a diamond pick is OP. Some may say Looting III is OP. And plus, with unbreaking III and mending I on a diamond sword, you'll never need a new weapon again.
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It's not really that hard to find. Just look for a villager who sells the book. Found a mending book in my first dungeon chest and applied it to my first diamond pickaxe. Since then I found a Librarian who sells the book for dirt cheap and I now I have mending on all my diamond tools, armor, Elytra, and my shield. There is no reason for me to ever mine for diamonds again.
Also, tools and armor already enchanted with mending are incredibly common in the End Cities. So by the time you reach end-game you shouldn't have a problem with getting mending tools.
It's OP but I think it's necessary as long as the Anvil repair mechanics are poorly thought out.
I do not think it is OP. Enchanting new items and repairing old items isn't very fun, and I find it to be fairly wasteful too. It seems like 4/5s of what Ienchant is complete junk, and in the time to get 1 good sword from enchanting, I get 10 bad swords. Might just be my luck, but enchanting new items isn't very efficient, considering that mobs are easy enough to fight with no armor and a wood sword; much less full protection 4 diamond armor.
"But B17, it will make it too easy!" I hear you saying. Enchanting and repairing is not a hard task. Get a stack of lapis ore then mine it up with Fortune 3 and your set for forever. Set up an XP farm and your set for forever. At the point where you have the best tools, weapons, and armor in the game, you already have plenty of diamonds to repair. It isn't a challenge, just an annoying task that I would rather not do, and by not doing it save myself a ton of time so I can do more interesting things.
You have to admit that being able to indefinitely use something like this is a bit over the top
Yes, you can even make that using only books, which will use up all six anvil uses allowed but Mending makes that irrelevant. Note that if you tried to make such a bow (minus Mending) prior to 1.8 it would cost 46 levels just for the enchantment cost, plus 2 levels for the prior work penalty and 1-4 levels for a repair depending on how damaged the bow being used to repair it is (if Mending were made to replace renaming to keep the cost down it would add 4 more levels; oddly they did not make Mending cost 8 levels, like Infinity or Silk Touch, or even more; plus an additional charge for 6 enchantments; this table only goes up to 5 though, which already adds 15 more levels).
You have to admit that being able to indefinitely use something like this is a bit over the top
Yes, you can even make that using only books, which will use up all six anvil uses allowed but Mending makes that irrelevant. Note that if you tried to make such a bow (minus Mending) prior to 1.8 it would cost 46 levels just for the enchantment cost, plus 2 levels for the prior work penalty and 1-4 levels for a repair depending on how damaged the bow being used to repair it is (if Mending were made to replace renaming to keep the cost down it would add 4 more levels; oddly they did not make Mending cost 8 levels, like Infinity or Silk Touch, or even more; plus an additional charge for 6 enchantments; this table only goes up to 5 though, which already adds 15 more levels).
Sure, maybe it is a little over the top and could use a nerf, but I think they are on the right track with adding something like this. I personally don't like how I can only repair my items 6 times, so this is a nice thing to have, so I only have to reenchant when I get knocked into lava in the nether or something of the sort.
And off topic: Wow, what a short(compared to all your other posts) post from you!
Even the pre-1.8 repair costs are really cheap when you do the calculations
So what are the calculations for my Sharpness 5, Knockback 2, Looting 3, Unbreaking 3, Fire Aspect 2 sword pre-1.8?
Quote from TheMasterCaver »
You have to admit that being able to indefinitely use something like this is a bit over the top
That's actually the exact bow I've been using "indefinitely" for the last 8 months(minus the mending), I still have 3 repairs left on it and estimate that will probably last me the lifetime of the map, I have the matching sword as well. I also have an additional two fully max enchanted bows for backup anyway though.
I'd say it's far more impacting on a pick, like was shown in the OPs video. Mending is fine IMO except on picks, it's probably a bit strong there simply due to the ease of gaining exp while mining(so your pick is basically 100% durability at all times).
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When the pick is the only item with Mending and it is enchanted with Unbreaking III on top of it, then I guess it makes sense that it is at 100% durability at all times.
Is it still the same when you've your offhand and the remaining armor slots occupied by damaged equipment? (also enchanted with Mending)
I guess what makes you feel like it's "OP" is that it works pretty well with Unbreaking.
After all every level of it boosts the efficiency of Mending dramatically.
Now Mojang could nerf Mending or Unbreaking so it isn't a surefire method to keep your stuff alive, but this will only lead to more experience farms being built as "repair stations".
It is easy to maintain even six items with Mending (4x armor plus both active slots); I regularly gain some 4,500 XP per play session spent caving, which comes to around 4,000 blocks mined and 250 mobs killed (500 uses of my sword and bow). With Mending 4,500 XP can restore up to 36,000 uses to my tools, and 3,217 hits taken to armor (if I only wore the 3 pieces I wear, which I wouldn't in 1.9 due to nerfs, that would become 4,290 hits).
The XP required to "repair" items with Mending is also nothing at all compared to what I have to spend to repair my gear in 1.6.4:
Cost to "repair" a tool with Mending and Unbreaking III: 0.125 XP per use
Cost to "repair" a piece of armor with Mending and Unbreaking III: 0.35 XP per hit
Cost to "repair" a tool with Mending only: 0.5 XP per use
Cost to "repair" a piece of armor with Mending only: 0.5 XP per hit
Costs to repair my gear in 1.6.4 and relative cost compared to Mending + Unbreaking III (I also use some other enchanted items but they are either not used much, such as a Silk Touch pickaxe used only on Ender chests, or don't have to be enchanted; e.g. Unbreaking III diamond shovel):
Efficiency V, Unbreaking III diamond pickaxe (repaired with new pickaxe) 0.165 XP per use (1.32x)
Sharpness V, Knockback II, Unbreaking III diamond sword (2 diamonds per repair): 0.38 XP per use (3.09x)
Power V, Infinity I, Unbreaking III bow (repaired with new bow): 0.57 XP per use (4.61x)
Protection IV, Unbreaking III diamond chestplate (2 diamonds per repair): 1.06 XP per hit (3.03x)
Protection IV, Unbreaking III diamond leggings (2 diamonds per repair): 1.13 XP per hit (3.23x)
Feather Falling IV, Unbreaking III diamond boots (2 diamonds per repair): 1.82 XP per hit (5.2x)
These costs all range from 1.32 to 5.2 times the cost with Mending and Unbreaking III - and I just run around in caves mining every ore and killing every mob in sight and still manage to accumulate as many as 60+ levels before I spend any XP to repair something (this also effectively increases costs since if I accumulate 60 levels and spend 33 to repair my pickaxe I'm spending far more than the 1032 XP I'd spend at level 33). It does help though that the item I use the most by far, the pickaxe, is also the cheapest, but it still costs more than it would with Mending (in order to cost less it would have to have only Unbreaking III, which would cost about 0.1 XP per use). I've never made any sort of XP farm in any of my worlds simply because I don't need any extra XP; what about enchanting? I just mine quartz in the Nether, plus XP from Overworld mining and mobs, any advantage from making an XP farm is likely lost in the time taken to build it, light up nearby caves and so on, plus I don't even do any caving until I've "beaten" the game and that is really the only time I use highly enchanted gear.
Even without Unbreaking it is clear that you should have no trouble keeping items in repair in most cases - all ores average more than 0.5 XP each, almost all mobs more than 0.5 XP per hit dealt* (even a tiny slime gives 1 XP; might as well not bother switching to another item to save sword durability) and armor is still less than half as expensive. This would only make a significant difference if you were branch-mining with a Mending pickaxe or something (of course, this might be unsustainable even with Unbreaking, as would using a shovel to clear a large area, axes to chop wood, and so on. The more important items, those on which enchantments are more valuable, are sustainable though).
*This is also another good incentive not to spam-click since you need to deal many more hits to kill a mob. Also of note, prior to 1.7 every hit dealt, regardless of whether it actually dealt any damage, cost a use so spam-clicking had a similar penalty back then; I can nearly break a new golden sword on a zombie by spam-clicking it, see MC-4732 (see the description; the comments complaining about spam-clicking costing a huge amount of durability are also fun to read).
Do people wish it wasn't OP? Not really, no. It's really just the same as unbreaking++ or anvils++. I mean, I think it would be nicer if unbreaking was buffed instead of adding this, but oh well.
Finally, it doesn't really make a big difference except in the ultra-late game. By the time you reach the level that you can manually enchant a mending sharp5 diamond sword, you won't really need to worry about running out of diamonds. And before you can manually enchant, the best you can get is probably something like mending sharp1, which is a bad sword.
It matters in the ultra-late game because you can potentially get a sharp5 smite2 bane2 kb2 etc. mending sword, but honestly I think that's kind of cool. Minecraft should have more powerful ultra-late game items, and mending is helping with that. Imagine losing your sacred sword to the enemy faction. That would be cool.
You have to admit that being able to indefinitely use something like this is a bit over the top
Alright, then a power5 punch2 flame infinity bow.
The point is, you can get incredibly strong unbreakable weapons with this enchant. And I'm okay with that, because nothing survives item decay or lava. Minecraft could use unbreakable legendary weapons like this.
Hey guys, look, I'm making a question as click bait so I can promote my videos.
Actually, he is not the one who made that video. That's someone called iJevin. He brought it up because early on in the video, iJevin brings up reasons for why he thinks mending is OP, especially when combined with unbreaking.
Just a simple question for you guys. What do you think about Mending? Because I'm personally thinking it's much too over-powered. I found this out by watching the beginning of this video (Jevin starts talking about it at around a minute in):
Anyways, I'm thinking this is way too easy for those who find it. Answer the poll and let me know what you think.
In my opinion, yes. It's far too OP for what it is, even though it's rare (Or grindy if you cure villagers and start a village).
Essentially you get 2 durability for each exp from orbs you pick up which is then randomly distributed to any armour or held items with the Mending enchantment. This results in pretty much any task involving exp (not just mobs) repairing your items.
Most hostile mobs you kill gives you 5 exp (10 for blazes, +1-3 each worn item for zombies/skeletons, +7 for babies e.t.c) which results in 10 durability per kill. This amount of durability is also effectively multiplied by the Unbreaking enchantment due to it making tools last up to 4 times the normal length, or 40 durability every kill.
No matter how massively enchanted your items are, they always repair 2 durability each exp or even more if it has Unbreaking on it.
Leather boots with just mending on it. 2 durability each exp.
Diamond boots with protection 4, unbreaking 3, thorns 3, feather falling 4, depth strider 3 and mending on it. Since the unbreaking 3 makes armour last roughly 43% longer you get 2.86 durability each exp, even though it's massively more enchanted and a much higher tier item then leather.
The worst part is the fact you don't even have to put yourself at risk to freely repair your items. Breeding/killing farm animals, fishing, trading and cooking stuff in a furnace all repair your items.
So yes, in my opinion this enchantment is OP due to the fact once you get it, you can maximum enchant your things with books and then keep your items repaired very cheaply forever.
(And even though trading for them costs double emeralds, since it's only a level 1 enchantment it only costs 5-19 x2(10-38) emeralds)
Current Avatar: Matt the Pirate Knight (Bullet Heaven 2)
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Items getting too expensive with repeated repairs is no longer a thing if you rename items in 1.9 (Or they should be, I tested it in 15w47a and it seemed to make no difference).
So this shouldn't be a problem anymore if you rename items first.
Link to update: http://minecraft.gamepedia.com/15w42a#Changes
From the Wiki:
Changes
Anvil repairing
• Renaming an item does not increase the repair cost for a future repair/rename any more.
Current Avatar: Matt the Pirate Knight (Bullet Heaven 2)
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You're misinterpreting this change. Items don't stop becoming more expensive simply because they were named first. Rather, the action of naming an item doesn't increase the prior work penalty the next time the tool is being worked on.
So, what this means is if it took, say 7 levels to repair a tool, and you rename it, it will take around 15 levels to repair it again after it is renamed. This is different from previous versions, since the same process would boost the second repair to 30+ levels. See the difference?
And keep in mind, this change is strictly for renaming. Repairing items will still increase the prior work penalty.
Consider this - prior to 1.8 (I play on 1.6.4) you could simply rename an item and stop the repair cost from increasing, all for only 7 levels (plus whatever the base cost was); this has enabled me to, among other things, repair an Efficiency V, Unbreaking III diamond pickaxe well over 100 times without having to enchant or replace it. In fact, at one time I even used one with Fortune III as well, repairing it some 160 times (but only for about a third of the uses, see below). I've also only made a single set of diamond armor, and so on.
Of course, each repair of the first pickaxe costs me 33 levels (1032 XP, 0.17 XP per use) and 3 diamonds and the second one costs 37 levels (1406 XP, 0.9 XP per use) for one diamond (5624 XP and 4 diamonds to restore full durability since it is too expensive to be repaired with a new pickaxe) due to the fact that before 1.8 you had to pay for durability and enchantments when repairing an item, which also meant no repairing maxed-out gear (the diamond boots mentioned by 9314265068 would cost 69 levels just for the enchantments alone, not including Mending. I'm not sure what Mending would cost (perhaps 8 levels, the same as Silk Touch or Infinity) and the Wiki only shows the cost for up to 5 enchantments but the total cost would likely be well over 80 levels. By comparison, any diamond tool requires only 781 XP to restore full durability with Mending - and you never need to make anvils or mine more diamonds either. Also, durability is pretty much irrelevant with Mending - a gold pickaxe with only Mending can sustainably mine coal (averaging 1 XP or 2 durability per block).
I'm not sure why they didn't consider making Mending a replacement for renaming an item to keep its cost from increasing - and applying the pre-1.8 repair costs instead of just a prior work penalty + 2 levels (to avoid wasting a Mending book the cost to add Mending could be the repair cost; e.g. 33 levels in the case of the first pickaxe mentioned. For items which are too expensive for an item repair, such as the second pickaxe, the cost could be the highest unit cost possible, 37 levels in this case. This assumes that Mending doesn't have any costs itself, which is reasonable with the 1.8 repair mechanics otherwise).
Even the pre-1.8 repair costs are really cheap when you do the calculations; my Sharpness V, Knockback II, Unbreaking III diamond sword may cost 35 levels (1205 XP) for a partial repair with 2 diamonds but it is good for another 3120 uses or 1560 mob kills - at least 7800 XP or more than 6 times the XP needed to repair it again. Most telling is that I've never used an XP farm - all of my XP comes from naturally spawned mobs and mining and it isn't uncommon for me to get to level 60+ before I repair something (I've never been able to understand why XP farms are considered to be "essential". The greatly reduced enchanting costs in 1.8 - and repair costs in general, staring at just 2 levels, mean that you'll be spending far less XP in the long run even without Mending).
Note that the XP costs listed here would be higher in 1.8+; for example, my sword would cost 2045 XP (which is still less than a third of the XP gotten back). Conversely, if repaired using the 1.8 repair system the cost would increase to 33 levels for the final repair - which is still far cheaper since that is with a new sword, restoring twice as much durability (and 15600 XP gotten back per repair), hence why I said you'd spend far less levels over the long run even without Mending.
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I do not think it is OP. Enchanting new items and repairing old items isn't very fun, and I find it to be fairly wasteful too. It seems like 4/5s of what Ienchant is complete junk, and in the time to get 1 good sword from enchanting, I get 10 bad swords. Might just be my luck, but enchanting new items isn't very efficient, considering that mobs are easy enough to fight with no armor and a wood sword; much less full protection 4 diamond armor.
"But B17, it will make it too easy!" I hear you saying. Enchanting and repairing is not a hard task. Get a stack of lapis ore then mine it up with Fortune 3 and your set for forever. Set up an XP farm and your set for forever. At the point where you have the best tools, weapons, and armor in the game, you already have plenty of diamonds to repair. It isn't a challenge, just an annoying task that I would rather not do, and by not doing it save myself a ton of time so I can do more interesting things.
I like it. It's rare so I don't think it's OP. Some may say Haste II Efficiency V on a diamond pick is OP. Some may say Looting III is OP. And plus, with unbreaking III and mending I on a diamond sword, you'll never need a new weapon again.
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It's not really that hard to find. Just look for a villager who sells the book. Found a mending book in my first dungeon chest and applied it to my first diamond pickaxe. Since then I found a Librarian who sells the book for dirt cheap and I now I have mending on all my diamond tools, armor, Elytra, and my shield. There is no reason for me to ever mine for diamonds again.
Also, tools and armor already enchanted with mending are incredibly common in the End Cities. So by the time you reach end-game you shouldn't have a problem with getting mending tools.
It's OP but I think it's necessary as long as the Anvil repair mechanics are poorly thought out.
You have to admit that being able to indefinitely use something like this is a bit over the top
Yes, you can even make that using only books, which will use up all six anvil uses allowed but Mending makes that irrelevant. Note that if you tried to make such a bow (minus Mending) prior to 1.8 it would cost 46 levels just for the enchantment cost, plus 2 levels for the prior work penalty and 1-4 levels for a repair depending on how damaged the bow being used to repair it is (if Mending were made to replace renaming to keep the cost down it would add 4 more levels; oddly they did not make Mending cost 8 levels, like Infinity or Silk Touch, or even more; plus an additional charge for 6 enchantments; this table only goes up to 5 though, which already adds 15 more levels).
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?
Sure, maybe it is a little over the top and could use a nerf, but I think they are on the right track with adding something like this. I personally don't like how I can only repair my items 6 times, so this is a nice thing to have, so I only have to reenchant when I get knocked into lava in the nether or something of the sort.
And off topic: Wow, what a short(compared to all your other posts) post from you!
So what are the calculations for my Sharpness 5, Knockback 2, Looting 3, Unbreaking 3, Fire Aspect 2 sword pre-1.8?
That's actually the exact bow I've been using "indefinitely" for the last 8 months(minus the mending), I still have 3 repairs left on it and estimate that will probably last me the lifetime of the map, I have the matching sword as well. I also have an additional two fully max enchanted bows for backup anyway though.
I'd say it's far more impacting on a pick, like was shown in the OPs video. Mending is fine IMO except on picks, it's probably a bit strong there simply due to the ease of gaining exp while mining(so your pick is basically 100% durability at all times).
The BEST way to mine diamond, layer 12 and you.
How about just making unbreaking and mending incompatible with each other?
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It is easy to maintain even six items with Mending (4x armor plus both active slots); I regularly gain some 4,500 XP per play session spent caving, which comes to around 4,000 blocks mined and 250 mobs killed (500 uses of my sword and bow). With Mending 4,500 XP can restore up to 36,000 uses to my tools, and 3,217 hits taken to armor (if I only wore the 3 pieces I wear, which I wouldn't in 1.9 due to nerfs, that would become 4,290 hits).
The XP required to "repair" items with Mending is also nothing at all compared to what I have to spend to repair my gear in 1.6.4:
Cost to "repair" a tool with Mending and Unbreaking III: 0.125 XP per use
Cost to "repair" a piece of armor with Mending and Unbreaking III: 0.35 XP per hit
Cost to "repair" a tool with Mending only: 0.5 XP per use
Cost to "repair" a piece of armor with Mending only: 0.5 XP per hit
Costs to repair my gear in 1.6.4 and relative cost compared to Mending + Unbreaking III (I also use some other enchanted items but they are either not used much, such as a Silk Touch pickaxe used only on Ender chests, or don't have to be enchanted; e.g. Unbreaking III diamond shovel):
Efficiency V, Unbreaking III diamond pickaxe (repaired with new pickaxe) 0.165 XP per use (1.32x)
Sharpness V, Knockback II, Unbreaking III diamond sword (2 diamonds per repair): 0.38 XP per use (3.09x)
Power V, Infinity I, Unbreaking III bow (repaired with new bow): 0.57 XP per use (4.61x)
Protection IV, Unbreaking III diamond chestplate (2 diamonds per repair): 1.06 XP per hit (3.03x)
Protection IV, Unbreaking III diamond leggings (2 diamonds per repair): 1.13 XP per hit (3.23x)
Feather Falling IV, Unbreaking III diamond boots (2 diamonds per repair): 1.82 XP per hit (5.2x)
These costs all range from 1.32 to 5.2 times the cost with Mending and Unbreaking III - and I just run around in caves mining every ore and killing every mob in sight and still manage to accumulate as many as 60+ levels before I spend any XP to repair something (this also effectively increases costs since if I accumulate 60 levels and spend 33 to repair my pickaxe I'm spending far more than the 1032 XP I'd spend at level 33). It does help though that the item I use the most by far, the pickaxe, is also the cheapest, but it still costs more than it would with Mending (in order to cost less it would have to have only Unbreaking III, which would cost about 0.1 XP per use). I've never made any sort of XP farm in any of my worlds simply because I don't need any extra XP; what about enchanting? I just mine quartz in the Nether, plus XP from Overworld mining and mobs, any advantage from making an XP farm is likely lost in the time taken to build it, light up nearby caves and so on, plus I don't even do any caving until I've "beaten" the game and that is really the only time I use highly enchanted gear.
Even without Unbreaking it is clear that you should have no trouble keeping items in repair in most cases - all ores average more than 0.5 XP each, almost all mobs more than 0.5 XP per hit dealt* (even a tiny slime gives 1 XP; might as well not bother switching to another item to save sword durability) and armor is still less than half as expensive. This would only make a significant difference if you were branch-mining with a Mending pickaxe or something (of course, this might be unsustainable even with Unbreaking, as would using a shovel to clear a large area, axes to chop wood, and so on. The more important items, those on which enchantments are more valuable, are sustainable though).
*This is also another good incentive not to spam-click since you need to deal many more hits to kill a mob. Also of note, prior to 1.7 every hit dealt, regardless of whether it actually dealt any damage, cost a use so spam-clicking had a similar penalty back then; I can nearly break a new golden sword on a zombie by spam-clicking it, see MC-4732 (see the description; the comments complaining about spam-clicking costing a huge amount of durability are also fun to read).
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 mean, is it OP? Sure.
Do people wish it wasn't OP? Not really, no. It's really just the same as unbreaking++ or anvils++. I mean, I think it would be nicer if unbreaking was buffed instead of adding this, but oh well.
Finally, it doesn't really make a big difference except in the ultra-late game. By the time you reach the level that you can manually enchant a mending sharp5 diamond sword, you won't really need to worry about running out of diamonds. And before you can manually enchant, the best you can get is probably something like mending sharp1, which is a bad sword.
It matters in the ultra-late game because you can potentially get a sharp5 smite2 bane2 kb2 etc. mending sword, but honestly I think that's kind of cool. Minecraft should have more powerful ultra-late game items, and mending is helping with that. Imagine losing your sacred sword to the enemy faction. That would be cool.
Spears, Daggers, and Hammers for 1.9
I don't think it's OP at all.
You can't combine them on 1 sword.
Alright, then a power5 punch2 flame infinity bow.
The point is, you can get incredibly strong unbreakable weapons with this enchant. And I'm okay with that, because nothing survives item decay or lava. Minecraft could use unbreakable legendary weapons like this.
Spears, Daggers, and Hammers for 1.9
Hey guys, look, I'm making a question as click bait so I can promote my videos.
It does seem a little odd you can get them from villagers, that seems a little too easily renewable.
Actually, he is not the one who made that video. That's someone called iJevin. He brought it up because early on in the video, iJevin brings up reasons for why he thinks mending is OP, especially when combined with unbreaking.
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