NOTE: You may make ideas related to amethyst, like maybe a new ore that has an ability on the ability altar. All I ask is that you give a link back to this thread if you do. Feel free to post about your amethyst-related thread here. I'd actually prefer that you do so I can find it easier.
If you notice in Minecraft, Jeb and Dinnerbone try to use a different color for every ore they add. One color they haven't used is purple. So why not add amethyst to the game? There is no reason not to! So let's learn some more info about what this ore would be like.
Amethyst is in between gold and diamond in rarity and spawns in both the Overworld and Nether. Amethyst can only be mined with an iron pickaxe or diamond pickaxe. Amethyst has many magical properties about it. When I imagine it, I either imagine the purple ruby texture or the texture of zanite from the Aether mod. One thing you can do with amethyst is make an ability altar. The ability altar is crafted with 2 blaze rods on the bottom row on the right and left slots, 3 gold ingots in the middle row, 1 enchanted book with any enchantment in the top middle slot, and 2 amethyst beside the enchanted book. It would look kind of like a golden table combined with an enchantment table that has amethyst instead of diamonds when placed. It can be used to unlock the special properties some materials have, but it costs experience and nether quartz. It costs 1-5 amethyst and 1-5 lapis lazuli depending on the item. If the ability is very expensive, it may cost a diamond. Some items cannot be used on the ability altar. Now, what is the whole point of this ability altar? Well, the items that now have abilities can be added to either a tool, weapon, a piece of armor, and more to give it that ability using an anvil. An item that has its abilities unlocked will have a golden version of the enchantment effect. Items that have an ability added also will have the golden effect. Items that have both enchantments and abilities will have a red version of the enchantment effect. Like an enchantment is shown when looking at the item's description, it shows a list of the items that have been added to it. Let's take a look at the some of the things you can do with this ability altar.
1. Emerald: Because emeralds are currency, they make you get more XP from mining and slaying. It can be added to swords, bows, and pickaxes. Costs 2 amethyst and 2 lapis lazuli.
2. Any Color of Wool: Because wool is nice and fluffy, it can be added to boots that have feather falling 4 only to make the boots negate all fall damage. This means you can't take any fall damage at all with the boots on. However, the boots do take durability damage every time you fall. They take more durability damage the higher the drop. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
3. Golden Carrot: Because golden carrots can be used in potions of night vision, they can be added to beds to let you sleep during both the day and night. Costs 2 amethyst and 2 lapis lazuli.
4. Slime Block: This had a totally different effect, but I replaced it with an idea by Unclevertitle. This will cost 5 amethyst, 5 lapis lazuli, and 1 diamond. Here it is:
Here's a crazy idea. What if when applied to armor it mirrored knockback? Sort of an "I am rubber and you are glue" scenario, since slime blocks are used as both rubber (bouncing entities, tossing entities with a) AND glue (sticking blocks together when pushed by pistons). It can effectively shift the balance of knockback. Level 1: 1/4 knockback reduction, 1/4 of knockback is returned to the attacker. Level 2: 1/2 knockback reduction, 1/2 of knockback is returned to the attacker. Level 3: Knockback is eliminated and entirely returned to the attacker. The exclusion is with projectiles. Since an arrow is not tied to the attacker it shouldn't knock the attacker back when the arrow hits its target entity. Instead it should deflect projectiles. Level 1: 1/4 knockback reduction, deflected at 1/4 the speed/power. Level 2: 1/2 knockback reduction, delfected at 1/2 the speed/power. Level 3: Knockback is eliminated and the projectile is deflected at full speed/power. Projectiles that explode are excluded from deflection, (Ghast fireballs must be deflected with a well timed attack). Projectiles that break (snowballs, chicken eggs, enderpearls) do not break upon hitting a player/entity with this effect on his armor. Projectiles should be deflected at an appropriate angle depending on the angle of striking the player. Rather than factor complex 3d geometry vs the flat surface of the player's hitbox, let's instead say that it's essentially back towards the attacker horizontally, but gravity and vertical angle is still in effect. So a skeleton aiming from above a player will have his arrow deflected towards the ground. Similarly to a snow golem throwing a snowball from a vantage point diagonally below the player will have his projectile deflected upwards at an appropriate angle (unless it is directly beneath a player). The one thing this doesn't reflect/reduce, is damage and status effects.
5. Block of Redstone: Because redstone blocks gives off power signals, this can be added to bows. The arrows make the block it lands on send out a redstone signal as good as a block of redstone. However, the block stops sending out a signal once the arrow despawns or is picked up. If the block is touching powered redstone, it turns that redstone offline. Costs 1 amethyst and 1 lapis lazuli.
6. Amethyst: Because amethyst has weird magical properties to it, it can be added to armor, weapons, or tools to give it a random enchantment at any level you can get without cheats. The enchantment will be an enchantment you can get on that piece of gear via enchantment table. Costs 4 amethyst and 4 lapis lazuli.
7. Nether Star: Because the Wither drops a nether star, it can be added to a bow to make it shoot wither skulls. However, each shot uses up 3 of the bow's uses. The wither skulls are only as strong as a normal arrow, besides the wither effect. The power enchantment does make the wither skulls stronger, though. The wither skulls do NOT destroy terrain. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
8. Leather: Because leather armor can be dyed, it can be added to any piece of armor to make it dyeable like leather armor. You'll still be able to see parts of the armor not dyed, like with leather armor. However, this is not the case with golden armor. For golden armor, it fully dyes the armor. Costs 1 amethyst and 1 lapis lazuli.
9. Lever: Because levers can turn things on and off, it can be added to a bow that has a nether star added to it only. This makes it so you can switch between shooting arrows and wither skulls by clicking V. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
10. Pumpkin: Because pumpkins can be worn to let you stare at endermen, you can add it to a helmet to let you stare at endermen without having a pumpkin block your view. Costs 3 amethyst and 3 lapis lazuli.
11. Anvil: Because anvils can crush enemies when they fall, you can add an anvil to boots so that you have a stomp ability. You damage enemies for 1-2 hearts when falling on them. Great for PVP and confusing enemy players. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
12. Diamond: Because diamonds make the best sword in the game, you can add a diamond to a sword so you can get a critical hit randomly with it. Costs 5 amethyst and 5 lapis lazuli.
13. Feather: Because feathers are light, you can add them to axes to make the axe throwable. Axes do the same amount of damage their sword counterpart does when thrown. However, you do have to pick them up after throwing them. Costs 4 amethyst and 4 lapis lazuli.
14. Block of Emerald: Because villagers love emeralds, you can add an emerald block to an emerald. This will make nearby villagers follow you when you hold it. Costs 2 amethyst and 2 lapis lazuli.
15. Lapis Lazuli: Because lapis is used in enchanting, you can add it to a glass bottle to turn it into a WHOLE new block which will be explained later. Costs 4 amethyst and 4 lapis lazuli.
16. Cooked Porkchop: Because porkchops heal a lot of hunger, you can add it to any piece of armor to make you lose hunger more slowly. When you only have 1-3 pieces of armor with this effect on it, you don't gain any abilities. Costs 4 amethyst and 4 lapis lazuli; 16 amethyst and 16 lapis lazuli for a full set of armor with this ability. getfugu came up with an idea for how this should work, which will I put here: I actually really like this one, but instead of losing hunger twice as fast, a full set should change your saturation/food depreciation back to pre-1.7 before food only lasted half a hunger bar and then fell out like miley cyrus's tongue. If you don't know what I mean by this, before 1.7 food would depreciate half a hunger bar at a time, at a rate set by your most recently eaten food item. So, if you ate a steak, each half-hunger bar went away pretty slowly (As opposed to 1.7, where the first half-hunger bar takes a while to go away, then the rest disappears like Malaysian Airlines stock value) . That's what a full set of armor should do.
17. Obsidian: Because obsidian takes a long time to mine, it can be added to weapons, tools, and armor to give it 100 extra durability. This does help make gold gear useful, as gold can get better enchantments easier. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
18. Block of Gold: Because gold has a very high enchantability, you can add it to any tool, weapon, or piece of armor to make it have 5 more enchantability points. Costs 4 amethyst and 4 lapis lazuli.
19. Slimeball: Because slime is sticky, you can add it to a bow to make it so the bow's arrows have a 25% to give the target slowness 2 for 3 seconds. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
This new block you get by adding lapis lazuli to a glass bottle is an experience jar (name by getfugu). You can store up to 15 levels in one experience jar. You cannot make double experience jars like how you make double chests. Players CAN steal the XP from your experience jars. Like how there is an ender chest, there is an ender experience jar. It works exactly like an ender chest, but stores up to 15 levels of XP instead. The ender experience jar is crafted with one experience jar in the middle, 4 eyes of ender around it, and 4 amethyst in the corners. The experience jar looks like a 3D bottle'o'enchanting. The ender experience jar will look the same except the liquid/experience/whatever you wanna call it is purple. If someone could give me an idea for what it should like, it'd be greatly appreciated.
There is yet another utility block that amethyst is used to make. This is the soul infuser. This block is created with 1 block of diamond in the middle, 4 blocks of amethyst around it, and 4 dark prismarine in the corners. The GUI of the soul infuser looks a lot like the GUI of the furnace. In the fuel slot, you put gold nuggets. Now instead of one input slot, there are two right beside each other. In input slot A, you put an egg. In input slot B, you put a mob drop that represents the mob. In the output slot, you get a spawn egg for that mob. I'll make a list of what mob drop it uses for each mob. It does not work on some mobs, such as animals that you can breed. Here's the list:
1. Zombie: Rotten Flesh
2. Spider: String
3. Skeleton: Bone
4. Creeper: Gunpowder
5. Enderman: Ender Pearl
6. Silverfish: Silverfish Tail (a new drop from Silverfish and can be brewed to make a potion of haste; it can be brewed with a fermented spider eye to make a potion of fatigue)
7. Endermite: Endermite Eye (a new drop from Endermites and can be used instead of an ender pearl to make an eye of ender)
8. Slime: Slimeball
9. Villager: Villager's Nose (a new drop from Villagers that does nothing)
10. Witch: Witch's Nose (a new drop from Witches that can be used to brew a potion of reaching, it is kinda obvious what it does)
11. Cave Spider: Cave Spider Eye (new drop from Cave Spiders, acts like a normal spider eye when eaten and can be used in the same recipes)
12. Zombie Pigman: Rotten Porkchop (new drop from Zombie Pigmen, acts like rotten flesh when eaten)
13. Ghast: Ghast Tear
14. Blaze: Blaze Rod
15. Magma Cube: Magma Cream
16. Guardian: Prismarine Shard
There are new weapons and tools added that are made with amethyst. No, not amethyst swords or amethyst pickaxes. There is a basic staff you create in the shape of a shovel with amethyst as the material and blaze rods instead of sticks. This staff does nothing, but it can be used to make staves that have special abilities. They won't replace bows and arrows, either. To craft a staff, you surround the basic staff with the material that corresponds to it. Here are the staves:
1. Staff of Restoration: The staff of restoration can be crafted with 8 ghast tears around a basic staff, because it's used to make potions of regeneration. The staff will remove 4 half-hunger (2 full hunger) and turn it into 4 health (2 hearts). It has 30 uses and a 10 second cool-down.
2. Staff of Power: The staff of power can be crafted with 8 emeralds around a basic staff, because of the phrase "money is power". This staff will give you 8 absorption health (4 absorption hearts) for 20 seconds. It has 35 uses and a 45 second cool-down.
3. Staff of Ender: The staff of ender can be crafted with 8 eyes of ender around a basic staff, it is pretty self explanatory why. The staff of ender does NOT shoot out ender pearls, like one would expect. It shoots out eyes of ender. However, they point to the nearest player besides the person using the staff of ender. The eyes of ender always break, unlike eyes of ender that you throw. It has 45 uses and no cool-down.
4. Staff of Storage: The staff of storage can be crafted with 8 chests around a basic staff, because chests can store things. The staff opens up a small chest GUI when clicked on. It acts a lot like a backpack from the backpack mod. If someone kills you and takes it, they can open it and take your stuff out of it. It has infinite uses and no cool-down.
5. Staff of Glass: The staff of glass can be crafted with 8 glass around a basic staff, it is pretty obvious why. This staff brings you down to 5 hearts and you can't regain the 5 hearts you lost. However, you get a strength 2 effect for 30 seconds and a speed 2 effect for 30 seconds. You regain the 5 hearts once you lose the effects. This staff has 3 uses and a 120 second cool-down.
6. Staff of The Nether: The staff of the Nether can be crafted with 8 magma cream around a basic staff, because magma cubes are from the Nether and aren't too common. The staff of the Nether can be clicked on to make you take less damage from nether mobs and do more damage to nether mobs. However, it gives you mining fatigue 3 forever (this makes it so you can't break any blocks). You can click on the staff to remove all three effects. It has 60 uses and a 20 second cool-down. It does have a cool-down when you click on the staff to give you the effects and when you click the staff to remove the effects. It also does lose one durability when you click it to turn it on and off.
Amethyst now has a new use that adds tons of customization to our weapons. Introducing the weapon forger. To craft it, put 5 cobblestone in the shape of a boat at the bottom of the crafting table, 1 amethyst in the middle slot of the middle row, and 3 iron ingots above that. The weapon forger has a blade slot, hilt slot, dye slot, gem slot, sword slot, and output slot. In the blade slot, you put the material you want the blade made out of. In the hilt slot, you put the material you want the hilt to be made out of. In the dye slot (optional), you can put a dye to color the hilt. In the gem slot (optional), you can put a gem to put on your hilt. In the sword slot, you put the sword you want your custom sword to have the stats of. The output slot is where your custom sword goes. As you add things to your sword, the output slot updates depending on the materials you added to it. You click on the output slot to craft the sword. The sword can have a blade made out of wood, stone, iron, gold, diamond, emerald, redstone block, lapis lazuli, amethyst, morganite (see my signature), nether copper (search nether copper on MC Forums, there is currently no banner for it), obsidian, glowstone, and netherrack. The hilt can be made out of bone or sticks (both can be dyed via dye slot). In the gem slot, you can put diamond, emerald, redstone block, lapis lazuli, amethyst, morganite, nether quartz, glowstone, and obsidian.
More abilities, staves, and utility blocks will be added soon....
Make sure to leave feedback! Feel free to leave suggestions and to ask any questions you have! I will be adding more uses to amethyst as time goes by.
Images (sorry for size, it is not letting me change the size):
Concept image of the ore by pufflefunnyface.
Another concept image of the ore by pufflefunnyface. This one depicts how it would spawn in The Nether.
This concept image by pufflefunnyface depicts how the Amethyst item itself would look.
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I did not make the picture used in this banner. I got it off Google Images.
13. Diamond: Because diamonds make the best sword in the game, you can add a diamond to a sword so you have a higher chance of getting a critical hit with it. Costs 2 amethyst and 2 nether quartz.
You mean any chance of getting a crit? You get a crit(with a sword) by hitting the entity as you are falling... not randomly at any point.
I like everything except the nether star and the diamond. The nether star is way too overpowered, and crit chance is hard-coded into the game and isn't random at all (when you hit something while you're falling, you deal crit damage).
what about weapons, tools and armor, i didnt see that but i kind of like how you can buy stuff with the amethyst
I don't plan on including new weapons, tools, or armor. You aren't really buying stuff. You are getting the secret abilities of items which can then be added to weapons, tools, armor, etc.
I like everything except the nether star and the diamond. The nether star is way too overpowered, and crit chance is hard-coded into the game and isn't random at all (when you hit something while you're falling, you deal crit damage).
I wasn't very specific with those two. The nether star one makes your bow shoot wither skulls that do as much damage as a normal arrow, besides the wither damage. The diamond one makes it so you can get critical hits randomly instead of just when you are falling.
I wasn't very specific with those two. The nether star one makes your bow shoot wither skulls that do as much damage as a normal arrow, besides the wither damage. The diamond one makes it so you can get critical hits randomly instead of just when you are falling.
As long as the wither skulls don't destroy terrain, I like it.
Added a new ability (glowstone), added the cost of the lapis lazuli ability (I forgot about it before :P), and a new utility block called a wood converter. A block great for builders.
I actually really like this suggestion you thought it out well, but I think you have more detail in your head than you cared to type XD.
Most of it are good, but I have some I'm not a huge fan because they don't fit the aesthetic/theme of minecraft to me. The ones I'm not a huge fan of:
15. Ender Pearl: Because ender pearls teleport you, you can add an ender pearl to an axe that has a feather added to it to make the axe teleport back to you after being thrown. The axe teleports back after 3 seconds. Costs 5 amethyst and 5 nether quartz. I liked the axe thowable idea related to this, it was remarkably thought out, with theme given. However, my feeling here is that you could have 4 axes in your hotbar with this and absolutely spam someone with sword damage from afar. Especially that sharpness can be put onto axes, this seems like it would a one-sided, silly, not overly satisfying fight. To support this, look at bows. Bows can do more damage than swords, but the arrows don't teleport back, and it takes time to draw bows back. It also just doesn't quite fit the theme of minecraft (and fantasy medieval) too well to me. In my opinion, you're mixing magic with technology here. You have the added tech of being able to throw the axe, which I like, but then you have the magic of the axe teleporting back. In general, I feel it's better to keep these two seperate, when you're dealing with one item. Similar to how you can choose the electrical upgrade or the mossy upgrade for tinkers construct tools. You can't have both, because it would look weird, and it the theme of the item would feel weird.
4. Slime Block: Because you can bounce on slime blocks, slime blocks can be added to boots to let you double jump. The double jump lets you go a block higher. Costs 1 amethyst and 1 nether quartz. This I also feel lacks a thought-out theme (which didn't happen often in this suggestion, kudos), you tried to explain it, but the logic doesn't add up, even using minecraft logic. I definitely want slime block to be an ability, but I don't feel this works. Slime blocks bounce, and because they haven't been in the game long enough yet, lack any easily usable theme yet. Feathers are flight/speed, because of an arrow needing it to craft and the old speed effect texture. Thorns/cactus relate to eachother. See what I'm getting at? I'd love to see this as an ability, but maybe under the guise of something more jumpboost, or bouce when hitting the ground type thing. Maybe putting it on pants lets you step up a block, or something along those lines. Ooh, just adding this in here, after typing a lot more below. What if this modifier was for armor and decreased knockback on the wearer. That goes with the bouncy/cushiony effect of slime blocks.
5. Block of Redstone: Because redstone blocks gives off power signals, this can be added to bows to make the arrow it shoots send a redstone signal. Costs 1 amethyst and 1 nether quartz. Wat? More detail please. Does this arrow make any block it's stuck in act like a redstone block? Also, don't forget we already have wooden pressure plates and stuff like that, so you have to think of how useful this actually is.
18. Glowstone: Because glowstone glows, you can add it to any block to make that block glow as bright as glowstone does. Costs 1 amethyst and 1 nether quartz. This would be silly to me, because Mojang would have to make another ID for every block in the game, and not only that, this block would emit light. I also don't like the theme of this, putting glowstone in something like a redstone block, or obsidian, just seems really weird to me.
Now the ones I'm iffy about, I don't like them but I would like them with changes:
8. Nether Star: Because the Wither drops a nether star, it can be added to a bow to make it shoot wither skulls. However, each shot uses up 3 of the bow's uses. The wither skulls are only as strong as a normal arrow, besides the wither effect. The power enchantment does make the wither skulls stronger, though. The wither skulls do NOT destroy terrain. Costs 4 amethyst and 4 nether quartz. I like having the addition of being able to shoot wither skulls, but I think this would be better done by having "wither arrows" which is a shapeless recipe with 8 arrows and 1 wither skeleton head, yielding 9 wither arrows (9 because it's a multiple of 3, wither has 3 heads, and the wither skull shouldn't totally vaporize). Then, with the nether star ability your bow can shoot the wither skulls.
19. Cooked Porkchop: Because porkchops heal a lot of hunger, you can add it to any piece of armor to make you lose hunger twice as slow when a full set with this ability added to it. When you only have 1-3 pieces of armor with this effect on it, you don't gain any abilities. Costs 4 amethyst and 4 nether quartz; 16 amethyst and 16 nether quartz for a full set of armor with this ability. I actually really like this one, but instead of losing hunger twice as fast, a full set should change your saturation/food depreciation back to pre-1.7 before food only lasted half a hunger bar and then fell out like miley cyrus's tongue. If you don't know what I mean by this, before 1.7 food would depreciate half a hunger bar at a time, at a rate set by your most recently eaten food item. So, if you ate a steak, each half-hunger bar went away pretty slowly (As opposed to 1.7, where the first half-hunger bar takes a while to go away, then the rest disappears like Malaysian Airlines stock value) . That's what a full set of armor should do.
9. Leather: Because leather armor can be dyed, it can be added to any piece of armor to make it dyeable like leather armor. Costs 1 amethyst and 1 nether quartz. I have no major beef with this one, just that "the armor would still be tinged with it's base color, just like leather armor, when dyed" be added to the description.
13. Diamond: Because diamonds make the best sword in the game, you can add a diamond to a sword so you can get a critical hit randomly with it. Costs 2 amethyst and 2 nether quartz. There have already been some questions about this one, so I'd just like to see if I can clear this up and try to fix it. First of all, diamonds making the best sword in the game = technology. Critical hit = magic. You're mixing something here. You want something like gold to do this, given it's higher enchantibility with enchantment tables, which makes it more "magical" My suggestion here is to change this to a gold block, make it cost 3 amethyst and 3 quartz, and add a different type of critical hit to the game. This new crit _________(has a low random chance of happening naturally, is random naturally only with gold weapons, or can only be achieved with this ability). This crit does an extra heart of damage, show particle effects (possibly using yellow or green star particle effects, like sharpness hit particles, or the crit particles), and deals additional knockback to a foe. This knockback is about the same as sprint knockback, but it stacks with other knockback effects, like sprinting or the enchantment. This can also be applied to bows, but with 4 amethyst and 4 quartz required instead of 3 and 3, if you are adding to swords.
I really like all the other abilities, they are extremely well suggested. My final changes would be to call the xp storage things "Experience Jars" and the wood converted a "Wood Transmuter" just to theme it a bit better. I know "Transmuter" is going a little high on the magicky scale for minecraft, but with potions and that sorta stuff being in the game, I think it works. One thing I would like to see is a couple more themed, piece-unique armor abilities, mainly for chestplate, and legs, because I feel they deserve more love because they don't have any special enchantments. A few for the helmet too, just because you've done several abilities for boots already.
4. Slime Block: Because you can bounce on slime blocks, slime blocks can be added to boots to let you double jump. The double jump lets you go a block higher. Costs 1 amethyst and 1 nether quartz. This I also feel lacks a thought-out theme (which didn't happen often in this suggestion, kudos), you tried to explain it, but the logic doesn't add up, even using minecraft logic. I definitely want slime block to be an ability, but I don't feel this works. Slime blocks bounce, and because they haven't been in the game long enough yet, lack any easily usable theme yet. Feathers are flight/speed, because of an arrow needing it to craft and the old speed effect texture. Thorns/cactus relate to eachother. See what I'm getting at? I'd love to see this as an ability, but maybe under the guise of something more jumpboost, or bouce when hitting the ground type thing. Maybe putting it on pants lets you step up a block, or something along those lines. Ooh, just adding this in here, after typing a lot more below. What if this modifier was for armor and decreased knockback on the wearer. That goes with the bouncy/cushiony effect of slime blocks.
Here's a crazy idea. What if when applied to armor it mirrored knockback? Sort of an "I am rubber and you are glue" scenario, since slime blocks are used as both rubber (bouncing entities, tossing entities with a) AND glue (sticking blocks together when pushed by pistons). It can effectively shift the balance of knockback.
Level 1: 1/4 knockback reduction, 1/4 of knockback is returned to the attacker
Level 2: 1/2 knockback reduction, 1/2 of knockback is returned to the attacker
Level 3: Knockback is eliminated and entirely returned to the attacker.
The exclusion is with projectiles. Since an arrow is not tied to the attacker it shouldn't knock the attacker back when the arrow hits its target entity. Instead it should deflect projectiles.
Level 1: 1/4 knockback reduction, deflected at 1/4 the speed/power
Level 2: 1/2 knockback reduction, delfected at 1/2 the speed/power
Level 3: Knockback is eliminated and the projectile is deflected at full speed/power
Projectiles that explode are excluded from deflection, (Ghast fireballs must be deflected with a well timed attack). Projectiles that break (snowballs, chicken eggs, enderpearls) do not break upon hitting a player/entity with this effect on his armor.
Projectiles should be deflected at an appropriate angle depending on the angle of striking the player. Rather than factor complex 3d geometry vs the flat surface of the player's hitbox, let's instead say that it's essentially back towards the attacker horizontally, but gravity and vertical angle is still in effect. So a skeleton aiming from above a player will have his arrow deflected towards the ground. Similarly a snowgolem throwing a snowball from a vantage point diagonally below the player will have his projectile deflected upwards at an appropriate angle (unless it is directly beneath a player).
The one thing this doesn't reflect/reduce, is damage and status effects.
Here's a crazy idea. What if when applied to armor it mirrored knockback? Sort of an "I am rubber and you are glue" scenario, since slime blocks are used as both rubber (bouncing entities, tossing entities with a) AND glue (sticking blocks together when pushed by pistons). It can effectively shift the balance of knockback.
Level 1: 1/4 knockback reduction, 1/4 of knockback is returned to the attacker
Level 2: 1/2 knockback reduction, 1/2 of knockback is returned to the attacker
Level 3: Knockback is eliminated and entirely returned to the attacker.
The exclusion is with projectiles. Since an arrow is not tied to the attacker it shouldn't knock the attacker back when the arrow hits its target entity. Instead it should deflect projectiles.
Level 1: 1/4 knockback reduction, deflected at 1/4 the speed/power
Level 2: 1/2 knockback reduction, delfected at 1/2 the speed/power
Level 3: Knockback is eliminated and the projectile is deflected at full speed/power
Projectiles that explode are excluded from deflection, (Ghast fireballs must be deflected with a well timed attack). Projectiles that break (snowballs, chicken eggs, enderpearls) do not break upon hitting a player/entity with this effect on his armor.
Projectiles should be deflected at an appropriate angle depending on the angle of striking the player. Rather than factor complex 3d geometry vs the flat surface of the player's hitbox, let's instead say that it's essentially back towards the attacker horizontally, but gravity and vertical angle is still in effect. So a skeleton aiming from above a player will have his arrow deflected towards the ground. Similarly a snowgolem throwing a snowball from a vantage point diagonally below the player will have his projectile deflected upwards at an appropriate angle (unless it is directly beneath a player).
The one thing this doesn't reflect/reduce, is damage and status effects.
If you notice in Minecraft, Jeb and Dinnerbone try to use a different color for every ore they add. One color they haven't used is purple. So why not add amethyst to the game? There is no reason not to! So let's learn some more info about what this ore would be like.
Amethyst is in between gold and diamond in rarity and spawns in both the Overworld and Nether. Amethyst can only be mined with an iron pickaxe or diamond pickaxe. Amethyst has many magical properties about it. When I imagine it, I either imagine the purple ruby texture or the texture of zanite from the Aether mod. One thing you can do with amethyst is make an ability altar. The ability altar is crafted with 2 blaze rods on the bottom row on the right and left slots, 3 gold ingots in the middle row, 1 enchanted book with any enchantment in the top middle slot, and 2 amethyst beside the enchanted book. It would look kind of like a golden table combined with an enchantment table that has amethyst instead of diamonds when placed. It can be used to unlock the special properties some materials have, but it costs experience and nether quartz. It costs 1-5 amethyst and 1-5 lapis lazuli depending on the item. If the ability is very expensive, it may cost a diamond. Some items cannot be used on the ability altar. Now, what is the whole point of this ability altar? Well, the items that now have abilities can be added to either a tool, weapon, a piece of armor, and more to give it that ability using an anvil. An item that has its abilities unlocked will have a golden version of the enchantment effect. Items that have an ability added also will have the golden effect. Items that have both enchantments and abilities will have a red version of the enchantment effect. Like an enchantment is shown when looking at the item's description, it shows a list of the items that have been added to it. Let's take a look at the some of the things you can do with this ability altar.
2. Any Color of Wool: Because wool is nice and fluffy, it can be added to boots that have feather falling 4 only to make the boots negate all fall damage. This means you can't take any fall damage at all with the boots on. However, the boots do take durability damage every time you fall. They take more durability damage the higher the drop. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
3. Golden Carrot: Because golden carrots can be used in potions of night vision, they can be added to beds to let you sleep during both the day and night. Costs 2 amethyst and 2 lapis lazuli.
4. Slime Block: This had a totally different effect, but I replaced it with an idea by Unclevertitle. This will cost 5 amethyst, 5 lapis lazuli, and 1 diamond. Here it is:
Here's a crazy idea. What if when applied to armor it mirrored knockback? Sort of an "I am rubber and you are glue" scenario, since slime blocks are used as both rubber (bouncing entities, tossing entities with a) AND glue (sticking blocks together when pushed by pistons). It can effectively shift the balance of knockback. Level 1: 1/4 knockback reduction, 1/4 of knockback is returned to the attacker. Level 2: 1/2 knockback reduction, 1/2 of knockback is returned to the attacker. Level 3: Knockback is eliminated and entirely returned to the attacker. The exclusion is with projectiles. Since an arrow is not tied to the attacker it shouldn't knock the attacker back when the arrow hits its target entity. Instead it should deflect projectiles. Level 1: 1/4 knockback reduction, deflected at 1/4 the speed/power. Level 2: 1/2 knockback reduction, delfected at 1/2 the speed/power. Level 3: Knockback is eliminated and the projectile is deflected at full speed/power. Projectiles that explode are excluded from deflection, (Ghast fireballs must be deflected with a well timed attack). Projectiles that break (snowballs, chicken eggs, enderpearls) do not break upon hitting a player/entity with this effect on his armor. Projectiles should be deflected at an appropriate angle depending on the angle of striking the player. Rather than factor complex 3d geometry vs the flat surface of the player's hitbox, let's instead say that it's essentially back towards the attacker horizontally, but gravity and vertical angle is still in effect. So a skeleton aiming from above a player will have his arrow deflected towards the ground. Similarly to a snow golem throwing a snowball from a vantage point diagonally below the player will have his projectile deflected upwards at an appropriate angle (unless it is directly beneath a player). The one thing this doesn't reflect/reduce, is damage and status effects.
5. Block of Redstone: Because redstone blocks gives off power signals, this can be added to bows. The arrows make the block it lands on send out a redstone signal as good as a block of redstone. However, the block stops sending out a signal once the arrow despawns or is picked up. If the block is touching powered redstone, it turns that redstone offline. Costs 1 amethyst and 1 lapis lazuli.
6. Amethyst: Because amethyst has weird magical properties to it, it can be added to armor, weapons, or tools to give it a random enchantment at any level you can get without cheats. The enchantment will be an enchantment you can get on that piece of gear via enchantment table. Costs 4 amethyst and 4 lapis lazuli.
7. Nether Star: Because the Wither drops a nether star, it can be added to a bow to make it shoot wither skulls. However, each shot uses up 3 of the bow's uses. The wither skulls are only as strong as a normal arrow, besides the wither effect. The power enchantment does make the wither skulls stronger, though. The wither skulls do NOT destroy terrain. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
8. Leather: Because leather armor can be dyed, it can be added to any piece of armor to make it dyeable like leather armor. You'll still be able to see parts of the armor not dyed, like with leather armor. However, this is not the case with golden armor. For golden armor, it fully dyes the armor. Costs 1 amethyst and 1 lapis lazuli.
9. Lever: Because levers can turn things on and off, it can be added to a bow that has a nether star added to it only. This makes it so you can switch between shooting arrows and wither skulls by clicking V. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
10. Pumpkin: Because pumpkins can be worn to let you stare at endermen, you can add it to a helmet to let you stare at endermen without having a pumpkin block your view. Costs 3 amethyst and 3 lapis lazuli.
11. Anvil: Because anvils can crush enemies when they fall, you can add an anvil to boots so that you have a stomp ability. You damage enemies for 1-2 hearts when falling on them. Great for PVP and confusing enemy players. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
12. Diamond: Because diamonds make the best sword in the game, you can add a diamond to a sword so you can get a critical hit randomly with it. Costs 5 amethyst and 5 lapis lazuli.
13. Feather: Because feathers are light, you can add them to axes to make the axe throwable. Axes do the same amount of damage their sword counterpart does when thrown. However, you do have to pick them up after throwing them. Costs 4 amethyst and 4 lapis lazuli.
14. Block of Emerald: Because villagers love emeralds, you can add an emerald block to an emerald. This will make nearby villagers follow you when you hold it. Costs 2 amethyst and 2 lapis lazuli.
15. Lapis Lazuli: Because lapis is used in enchanting, you can add it to a glass bottle to turn it into a WHOLE new block which will be explained later. Costs 4 amethyst and 4 lapis lazuli.
16. Cooked Porkchop: Because porkchops heal a lot of hunger, you can add it to any piece of armor to make you lose hunger more slowly. When you only have 1-3 pieces of armor with this effect on it, you don't gain any abilities. Costs 4 amethyst and 4 lapis lazuli; 16 amethyst and 16 lapis lazuli for a full set of armor with this ability. getfugu came up with an idea for how this should work, which will I put here: I actually really like this one, but instead of losing hunger twice as fast, a full set should change your saturation/food depreciation back to pre-1.7 before food only lasted half a hunger bar and then fell out like miley cyrus's tongue. If you don't know what I mean by this, before 1.7 food would depreciate half a hunger bar at a time, at a rate set by your most recently eaten food item. So, if you ate a steak, each half-hunger bar went away pretty slowly (As opposed to 1.7, where the first half-hunger bar takes a while to go away, then the rest disappears like Malaysian Airlines stock value) . That's what a full set of armor should do.
17. Obsidian: Because obsidian takes a long time to mine, it can be added to weapons, tools, and armor to give it 100 extra durability. This does help make gold gear useful, as gold can get better enchantments easier. Costs 4 amethyst, 4 lapis lazuli, and 1 diamond.
18. Block of Gold: Because gold has a very high enchantability, you can add it to any tool, weapon, or piece of armor to make it have 5 more enchantability points. Costs 4 amethyst and 4 lapis lazuli.
19. Slimeball: Because slime is sticky, you can add it to a bow to make it so the bow's arrows have a 25% to give the target slowness 2 for 3 seconds. Costs 5 amethyst, 5 lapis lazuli, and 1 diamond.
This new block you get by adding lapis lazuli to a glass bottle is an experience jar (name by getfugu). You can store up to 15 levels in one experience jar. You cannot make double experience jars like how you make double chests. Players CAN steal the XP from your experience jars. Like how there is an ender chest, there is an ender experience jar. It works exactly like an ender chest, but stores up to 15 levels of XP instead. The ender experience jar is crafted with one experience jar in the middle, 4 eyes of ender around it, and 4 amethyst in the corners. The experience jar looks like a 3D bottle'o'enchanting. The ender experience jar will look the same except the liquid/experience/whatever you wanna call it is purple. If someone could give me an idea for what it should like, it'd be greatly appreciated.
There is yet another utility block that amethyst is used to make. This is the soul infuser. This block is created with 1 block of diamond in the middle, 4 blocks of amethyst around it, and 4 dark prismarine in the corners. The GUI of the soul infuser looks a lot like the GUI of the furnace. In the fuel slot, you put gold nuggets. Now instead of one input slot, there are two right beside each other. In input slot A, you put an egg. In input slot B, you put a mob drop that represents the mob. In the output slot, you get a spawn egg for that mob. I'll make a list of what mob drop it uses for each mob. It does not work on some mobs, such as animals that you can breed. Here's the list:
2. Spider: String
3. Skeleton: Bone
4. Creeper: Gunpowder
5. Enderman: Ender Pearl
6. Silverfish: Silverfish Tail (a new drop from Silverfish and can be brewed to make a potion of haste; it can be brewed with a fermented spider eye to make a potion of fatigue)
7. Endermite: Endermite Eye (a new drop from Endermites and can be used instead of an ender pearl to make an eye of ender)
8. Slime: Slimeball
9. Villager: Villager's Nose (a new drop from Villagers that does nothing)
10. Witch: Witch's Nose (a new drop from Witches that can be used to brew a potion of reaching, it is kinda obvious what it does)
11. Cave Spider: Cave Spider Eye (new drop from Cave Spiders, acts like a normal spider eye when eaten and can be used in the same recipes)
12. Zombie Pigman: Rotten Porkchop (new drop from Zombie Pigmen, acts like rotten flesh when eaten)
13. Ghast: Ghast Tear
14. Blaze: Blaze Rod
15. Magma Cube: Magma Cream
16. Guardian: Prismarine Shard
There are new weapons and tools added that are made with amethyst. No, not amethyst swords or amethyst pickaxes. There is a basic staff you create in the shape of a shovel with amethyst as the material and blaze rods instead of sticks. This staff does nothing, but it can be used to make staves that have special abilities. They won't replace bows and arrows, either. To craft a staff, you surround the basic staff with the material that corresponds to it. Here are the staves:
2. Staff of Power: The staff of power can be crafted with 8 emeralds around a basic staff, because of the phrase "money is power". This staff will give you 8 absorption health (4 absorption hearts) for 20 seconds. It has 35 uses and a 45 second cool-down.
3. Staff of Ender: The staff of ender can be crafted with 8 eyes of ender around a basic staff, it is pretty self explanatory why. The staff of ender does NOT shoot out ender pearls, like one would expect. It shoots out eyes of ender. However, they point to the nearest player besides the person using the staff of ender. The eyes of ender always break, unlike eyes of ender that you throw. It has 45 uses and no cool-down.
4. Staff of Storage: The staff of storage can be crafted with 8 chests around a basic staff, because chests can store things. The staff opens up a small chest GUI when clicked on. It acts a lot like a backpack from the backpack mod. If someone kills you and takes it, they can open it and take your stuff out of it. It has infinite uses and no cool-down.
5. Staff of Glass: The staff of glass can be crafted with 8 glass around a basic staff, it is pretty obvious why. This staff brings you down to 5 hearts and you can't regain the 5 hearts you lost. However, you get a strength 2 effect for 30 seconds and a speed 2 effect for 30 seconds. You regain the 5 hearts once you lose the effects. This staff has 3 uses and a 120 second cool-down.
6. Staff of The Nether: The staff of the Nether can be crafted with 8 magma cream around a basic staff, because magma cubes are from the Nether and aren't too common. The staff of the Nether can be clicked on to make you take less damage from nether mobs and do more damage to nether mobs. However, it gives you mining fatigue 3 forever (this makes it so you can't break any blocks). You can click on the staff to remove all three effects. It has 60 uses and a 20 second cool-down. It does have a cool-down when you click on the staff to give you the effects and when you click the staff to remove the effects. It also does lose one durability when you click it to turn it on and off.
Amethyst now has a new use that adds tons of customization to our weapons. Introducing the weapon forger. To craft it, put 5 cobblestone in the shape of a boat at the bottom of the crafting table, 1 amethyst in the middle slot of the middle row, and 3 iron ingots above that. The weapon forger has a blade slot, hilt slot, dye slot, gem slot, sword slot, and output slot. In the blade slot, you put the material you want the blade made out of. In the hilt slot, you put the material you want the hilt to be made out of. In the dye slot (optional), you can put a dye to color the hilt. In the gem slot (optional), you can put a gem to put on your hilt. In the sword slot, you put the sword you want your custom sword to have the stats of. The output slot is where your custom sword goes. As you add things to your sword, the output slot updates depending on the materials you added to it. You click on the output slot to craft the sword. The sword can have a blade made out of wood, stone, iron, gold, diamond, emerald, redstone block, lapis lazuli, amethyst, morganite (see my signature), nether copper (search nether copper on MC Forums, there is currently no banner for it), obsidian, glowstone, and netherrack. The hilt can be made out of bone or sticks (both can be dyed via dye slot). In the gem slot, you can put diamond, emerald, redstone block, lapis lazuli, amethyst, morganite, nether quartz, glowstone, and obsidian.
More abilities, staves, and utility blocks will be added soon....
Make sure to leave feedback! Feel free to leave suggestions and to ask any questions you have! I will be adding more uses to amethyst as time goes by.
Images (sorry for size, it is not letting me change the size):
Concept image of the ore by pufflefunnyface.
Another concept image of the ore by pufflefunnyface. This one depicts how it would spawn in The Nether.
This concept image by pufflefunnyface depicts how the Amethyst item itself would look.
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I did not make the picture used in this banner. I got it off Google Images.
I really don't know what to put here...
I forgot that iron golems could be put on leads when I made that one. I'll remove it. What is your opinion on the other ideas?
You mean any chance of getting a crit? You get a crit(with a sword) by hitting the entity as you are falling... not randomly at any point.
I wasn't too specific with that. The diamond makes it so you can get a critical hit randomly.
I don't plan on including new weapons, tools, or armor. You aren't really buying stuff. You are getting the secret abilities of items which can then be added to weapons, tools, armor, etc.
I wasn't very specific with those two. The nether star one makes your bow shoot wither skulls that do as much damage as a normal arrow, besides the wither damage. The diamond one makes it so you can get critical hits randomly instead of just when you are falling.
As long as the wither skulls don't destroy terrain, I like it.
I'll add that they don't soon. I just updated it with 3 new abilities and I'm tired.
EDIT:
Forgot to mention I added in that the wither skulls don't destroy terrain.
I really don't know what to put here...
It would also make a pretty cool mod.
I included how they shimmered. They shimmer golden. If it has both enchantments and abilities, it shimmers red.
Understandable. In my opinion, we need at least 3 new overworld ores alone. Don't get me started on nether ores...
TY. I think it would make a pretty cool mod as well.
Most of it are good, but I have some I'm not a huge fan because they don't fit the aesthetic/theme of minecraft to me. The ones I'm not a huge fan of:
15. Ender Pearl: Because ender pearls teleport you, you can add an ender pearl to an axe that has a feather added to it to make the axe teleport back to you after being thrown. The axe teleports back after 3 seconds. Costs 5 amethyst and 5 nether quartz. I liked the axe thowable idea related to this, it was remarkably thought out, with theme given. However, my feeling here is that you could have 4 axes in your hotbar with this and absolutely spam someone with sword damage from afar. Especially that sharpness can be put onto axes, this seems like it would a one-sided, silly, not overly satisfying fight. To support this, look at bows. Bows can do more damage than swords, but the arrows don't teleport back, and it takes time to draw bows back. It also just doesn't quite fit the theme of minecraft (and fantasy medieval) too well to me. In my opinion, you're mixing magic with technology here. You have the added tech of being able to throw the axe, which I like, but then you have the magic of the axe teleporting back. In general, I feel it's better to keep these two seperate, when you're dealing with one item. Similar to how you can choose the electrical upgrade or the mossy upgrade for tinkers construct tools. You can't have both, because it would look weird, and it the theme of the item would feel weird.
4. Slime Block: Because you can bounce on slime blocks, slime blocks can be added to boots to let you double jump. The double jump lets you go a block higher. Costs 1 amethyst and 1 nether quartz. This I also feel lacks a thought-out theme (which didn't happen often in this suggestion, kudos), you tried to explain it, but the logic doesn't add up, even using minecraft logic. I definitely want slime block to be an ability, but I don't feel this works. Slime blocks bounce, and because they haven't been in the game long enough yet, lack any easily usable theme yet. Feathers are flight/speed, because of an arrow needing it to craft and the old speed effect texture. Thorns/cactus relate to eachother. See what I'm getting at? I'd love to see this as an ability, but maybe under the guise of something more jumpboost, or bouce when hitting the ground type thing. Maybe putting it on pants lets you step up a block, or something along those lines. Ooh, just adding this in here, after typing a lot more below. What if this modifier was for armor and decreased knockback on the wearer. That goes with the bouncy/cushiony effect of slime blocks.
5. Block of Redstone: Because redstone blocks gives off power signals, this can be added to bows to make the arrow it shoots send a redstone signal. Costs 1 amethyst and 1 nether quartz. Wat? More detail please. Does this arrow make any block it's stuck in act like a redstone block? Also, don't forget we already have wooden pressure plates and stuff like that, so you have to think of how useful this actually is.
18. Glowstone: Because glowstone glows, you can add it to any block to make that block glow as bright as glowstone does. Costs 1 amethyst and 1 nether quartz. This would be silly to me, because Mojang would have to make another ID for every block in the game, and not only that, this block would emit light. I also don't like the theme of this, putting glowstone in something like a redstone block, or obsidian, just seems really weird to me.
Now the ones I'm iffy about, I don't like them but I would like them with changes:
8. Nether Star: Because the Wither drops a nether star, it can be added to a bow to make it shoot wither skulls. However, each shot uses up 3 of the bow's uses. The wither skulls are only as strong as a normal arrow, besides the wither effect. The power enchantment does make the wither skulls stronger, though. The wither skulls do NOT destroy terrain. Costs 4 amethyst and 4 nether quartz. I like having the addition of being able to shoot wither skulls, but I think this would be better done by having "wither arrows" which is a shapeless recipe with 8 arrows and 1 wither skeleton head, yielding 9 wither arrows (9 because it's a multiple of 3, wither has 3 heads, and the wither skull shouldn't totally vaporize). Then, with the nether star ability your bow can shoot the wither skulls.
19. Cooked Porkchop: Because porkchops heal a lot of hunger, you can add it to any piece of armor to make you lose hunger twice as slow when a full set with this ability added to it. When you only have 1-3 pieces of armor with this effect on it, you don't gain any abilities. Costs 4 amethyst and 4 nether quartz; 16 amethyst and 16 nether quartz for a full set of armor with this ability. I actually really like this one, but instead of losing hunger twice as fast, a full set should change your saturation/food depreciation back to pre-1.7 before food only lasted half a hunger bar and then fell out like miley cyrus's tongue. If you don't know what I mean by this, before 1.7 food would depreciate half a hunger bar at a time, at a rate set by your most recently eaten food item. So, if you ate a steak, each half-hunger bar went away pretty slowly (As opposed to 1.7, where the first half-hunger bar takes a while to go away, then the rest disappears like Malaysian Airlines stock value) . That's what a full set of armor should do.
9. Leather: Because leather armor can be dyed, it can be added to any piece of armor to make it dyeable like leather armor. Costs 1 amethyst and 1 nether quartz. I have no major beef with this one, just that "the armor would still be tinged with it's base color, just like leather armor, when dyed" be added to the description.
13. Diamond: Because diamonds make the best sword in the game, you can add a diamond to a sword so you can get a critical hit randomly with it. Costs 2 amethyst and 2 nether quartz. There have already been some questions about this one, so I'd just like to see if I can clear this up and try to fix it. First of all, diamonds making the best sword in the game = technology. Critical hit = magic. You're mixing something here. You want something like gold to do this, given it's higher enchantibility with enchantment tables, which makes it more "magical" My suggestion here is to change this to a gold block, make it cost 3 amethyst and 3 quartz, and add a different type of critical hit to the game. This new crit _________(has a low random chance of happening naturally, is random naturally only with gold weapons, or can only be achieved with this ability). This crit does an extra heart of damage, show particle effects (possibly using yellow or green star particle effects, like sharpness hit particles, or the crit particles), and deals additional knockback to a foe. This knockback is about the same as sprint knockback, but it stacks with other knockback effects, like sprinting or the enchantment. This can also be applied to bows, but with 4 amethyst and 4 quartz required instead of 3 and 3, if you are adding to swords.
I really like all the other abilities, they are extremely well suggested. My final changes would be to call the xp storage things "Experience Jars" and the wood converted a "Wood Transmuter" just to theme it a bit better. I know "Transmuter" is going a little high on the magicky scale for minecraft, but with potions and that sorta stuff being in the game, I think it works. One thing I would like to see is a couple more themed, piece-unique armor abilities, mainly for chestplate, and legs, because I feel they deserve more love because they don't have any special enchantments. A few for the helmet too, just because you've done several abilities for boots already.
You're really creative, I like your suggestions.
Cheers, ~Fugu
(Edit: Holy S*** that's a lot of text)
Here's a crazy idea. What if when applied to armor it mirrored knockback? Sort of an "I am rubber and you are glue" scenario, since slime blocks are used as both rubber (bouncing entities, tossing entities with a) AND glue (sticking blocks together when pushed by pistons). It can effectively shift the balance of knockback.
Level 1: 1/4 knockback reduction, 1/4 of knockback is returned to the attacker
Level 2: 1/2 knockback reduction, 1/2 of knockback is returned to the attacker
Level 3: Knockback is eliminated and entirely returned to the attacker.
The exclusion is with projectiles. Since an arrow is not tied to the attacker it shouldn't knock the attacker back when the arrow hits its target entity. Instead it should deflect projectiles.
Level 1: 1/4 knockback reduction, deflected at 1/4 the speed/power
Level 2: 1/2 knockback reduction, delfected at 1/2 the speed/power
Level 3: Knockback is eliminated and the projectile is deflected at full speed/power
Projectiles that explode are excluded from deflection, (Ghast fireballs must be deflected with a well timed attack). Projectiles that break (snowballs, chicken eggs, enderpearls) do not break upon hitting a player/entity with this effect on his armor.
Projectiles should be deflected at an appropriate angle depending on the angle of striking the player. Rather than factor complex 3d geometry vs the flat surface of the player's hitbox, let's instead say that it's essentially back towards the attacker horizontally, but gravity and vertical angle is still in effect. So a skeleton aiming from above a player will have his arrow deflected towards the ground. Similarly a snowgolem throwing a snowball from a vantage point diagonally below the player will have his projectile deflected upwards at an appropriate angle (unless it is directly beneath a player).
The one thing this doesn't reflect/reduce, is damage and status effects.
I plan on attempting to make a banner. Although, I think the banner will suck.
This is a GENIUS idea. I'll add it in soon.