While this is not the biggest suggestion, this makes sense to me. (bare with me here, this is my first suggestion) What I propose is that we change the mechanics to gold enchantability.
We all know that gold has a better enchant chance but lets take it a step further, we could be able to mix enchants we could not before, for instance on armor you can have blast protection and fire protection on the same piece of armor but not regular protection, and it does not go up to the max level, their combined levels can go up to 5 (so fire prot 3 and blast prot 2). Same goes with the swords but it is with smite and bane of anthropods (smite 2 boa 3).
This will not work on tools because the only conflicting enchants are silk touch and fortune and we wouldn't want anyone getting unlimited diamonds now would we? So tell me what you think! all feed back is appreciated.
I personally have never taken much advantage of the enchant-ability of gold armor, but this seems like a pretty good idea. It does make sense after all, and is pretty well balanced by the combined-max limit.
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
It's not a bad idea, but I could see a problem with combining enchantments. This ability allows the enchantments to go up to 5, possibly even up to 8 or 10 if you were willing to use enchantments with levels 5. As long as the combination does not increase nor decrease the current stats with specific enchantments, I'm fine with that.
It's not a bad idea, but I could see a problem with combining enchantments. This ability allows the enchantments to go up to 5, possibly even up to 8 or 10 if you were willing to use enchantments with levels 5. As long as the combination does not increase nor decrease the current stats with specific enchantments, I'm fine with that.
Partial support.
As I stated in the op the levels of these enchants combined could only go up to 5 so blast 3 and fire 2 or boa 2 and smite 3 I could lower that level if you think it would make a difference.
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-Protection, blast protection, projectile protection and fire protection
Protection is best, almost always, combinations aren't useful, especially because gold armor is expensive and weak
Protection one is the universal prot but it is weaker then the individual enchants so if you had fire prot 2, projectile prot 2 and blast prot 1 it would be in a sense better then prot 3
-Silk touch, fortune
Wouldn't really make sense on the same tool.
I siad in the op that theses enchants would not be able to be combined
-Bane of arthopods, sharpness, smite
Gold swords are terrible, same attack as wood, less durability. Would be useless.
If you had boa 2 and smite 3 you would still be able to 2 shot any mob but you would do less damage to players so its a way to even things out and have a use for your gold.
I think a better way to buff gold tools would be to allow 1 level higher enchants on them (not silk touch)
while this is a good idea it conflicts with my original idea.
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Protection one is the universal prot but it is weaker then the individual enchants so if you had fire prot 2, projectile prot 2 and blast prot 1 it would be in a sense better then prot 3
And as good as protection 4 against projectiles, worse against everything else, portection 4 would probably also be easier to get.
Even without protection 4, it is only the best in situations where:
1. There are no melee enemy mobs
2. There are no enemy mobs that would poison/wither you.
3. There are both fire and explosions.
Maybe a little bit better against ghasts than pure protection, fire protection or blast protection?
If you had boa 2 and smite 3 you would still be able to 2 shot any mob but you would do less damage to players so its a way to even things out and have a use for your gold.
Usefull when you have a mixture of undead and spiders, (2-hit kill) that doesn't contain any creepers or witches(>4 hit kill)?
Gold gear with combinations of enchantments would only be better than protection/sharpness gold gear in very limited situations, and almost always worse than protection/sharpness iron. This wouldn't make gold useful for gear.
The difference in protection between gold and diamond armor is also so great that you have to max out the protection cap in order to get better protection than unenchanted diamond.
Not kidding; gold armor blocks 44% of damage while diamond armor blocks 80%; when the maximum EPF of 25 is used this provides an additional 50-80% damage reduction (averaging 65%; anything above 20 EPF maxes out at 80% damage reduction; because of this Protection IV (20 EPF) is only slightly worse, at 60% (40-80%) damage reduction), only applied to the 56% of damage that gets past the armor, for a total damage reduction of 44% + 65% of 56% = 80.4% - in other words, maxed out golden armor is only as good as unenchanted diamond armor!
Of course, it will give you some additional protection since Protection reduces virtually all damage and Fire Protection reduces the time you burn after leaving a fire, which is otherwise easily deadlier than lava itself since you burn for 15 seconds, losing 15 health (Fire Resistance potions all but negate this situational benefit though, except in emergencies when you don't have any and in that case it won't save you from a dip in a Nether lava sea).
Also, consider the following chart - diamonds are easier to find than gold if you use any level of Fortune III (below layer 15); about twice as common if Fortune III is used (below layer 13), which multiples drops by a factor of 2.2 - in fact, it is more sustainable to branch-mine using diamond tools than it is with iron for this reason:
Plus, in 1.8 it costs the exact same number of levels to maintain diamond gear as it does golden gear (prior to 1.8 you had to pay for the durability and enchantments, resulting in diamond tools being particularity expensive; ironically, diamond armor's nerfed durability (relative to tools) lead it to being the same cost per unit repair, just a bit more for using new items); the lower enchantability of diamond is offset by exploiting enchanting mechanisms (i.e. place an item in and see what it shows for the first enchantment; if you don't like it try another item or block a bookshelf or two) and the fact that Protection is the lowest-weighted enchantment; i.e. it is more likely at a lower enchanting level (enchantability + levels spent, using some formula), while at higher levels it becomes dominated by the other enchantments (when enchanted at level 1 a book, which has an enchantability of one, can only get Protection I, Sharpness I, Power I, Efficiency I and Aqua Affinity I).
Overall, diamond is likely by far the cheapest gear to maintain (especially in 1.8 due to the repair limits and leveled costs), at least in terms of XP (as so many people think XP farms are vital for progression; iron may be cheaper to find as a resource, or farm, but if you are using iron armor you might as well do what I do and wear an incomplete set of diamond armor, which also effectively increases durability beyond the simple difference due to fewer pieces being worn, hence reduces materials differences).
Gold gear with combinations of enchantments would only be better than protection/sharpness gold gear in very limited situations, and almost always worse than protection/sharpness iron. This wouldn't make gold useful for gear.
Yeah, I can understand your point of view, just a helpful tip though, boa works on creepers
The difference in protection between gold and diamond armor is also so great that you have to max out the protection cap in order to get better protection than unenchanted diamond.
Not kidding; gold armor blocks 44% of damage while diamond armor blocks 80%; when the maximum EPF of 25 is used this provides an additional 50-80% damage reduction (averaging 65%; anything above 20 EPF maxes out at 80% damage reduction; because of this Protection IV (20 EPF) is only slightly worse, at 60% (40-80%) damage reduction), only applied to the 56% of damage that gets past the armor, for a total damage reduction of 44% + 65% of 56% = 80.4% - in other words, maxed out golden armor is only as good as unenchanted diamond armor!
Of course, it will give you some additional protection since Protection reduces virtually all damage and Fire Protection reduces the time you burn after leaving a fire, which is otherwise easily deadlier than lava itself since you burn for 15 seconds, losing 15 health (Fire Resistance potions all but negate this situational benefit though, except in emergencies when you don't have any and in that case it won't save you from a dip in a Nether lava sea).
Also, consider the following chart - diamonds are easier to find than gold if you use any level of Fortune III (below layer 15); about twice as common if Fortune III is used (below layer 13), which multiples drops by a factor of 2.2 - in fact, it is more sustainable to branch-mine using diamond tools than it is with iron for this reason:
Plus, in 1.8 it costs the exact same number of levels to maintain diamond gear as it does golden gear (prior to 1.8 you had to pay for the durability and enchantments, resulting in diamond tools being particularity expensive; ironically, diamond armor's nerfed durability (relative to tools) lead it to being the same cost per unit repair, just a bit more for using new items); the lower enchantability of diamond is offset by exploiting enchanting mechanisms (i.e. place an item in and see what it shows for the first enchantment; if you don't like it try another item or block a bookshelf or two) and the fact that Protection is the lowest-weighted enchantment; i.e. it is more likely at a lower enchanting level (enchantability + levels spent, using some formula), while at higher levels it becomes dominated by the other enchantments (when enchanted at level 1 a book, which has an enchantability of one, can only get Protection I, Sharpness I, Power I, Efficiency I and Aqua Affinity I).
Overall, diamond is likely by far the cheapest gear to maintain (especially in 1.8 due to the repair limits and leveled costs), at least in terms of XP (as so many people think XP farms are vital for progression; iron may be cheaper to find as a resource, or farm, but if you are using iron armor you might as well do what I do and wear an incomplete set of diamond armor, which also effectively increases durability beyond the simple difference due to fewer pieces being worn, hence reduces materials differences).
While your points are quite valid, and you did teach me quite a bit, I find gold way more then I find diamonds at mid game, in fact the first thing I do with them is make a pic and then an enchant table and by then I have enough gold to make a few sets of armor and a gapple or tow with some gold left over, not to mention gold farms are a great way to make gold and I would rather use gold armor when I am exploring then to use my diamond set and risk losing it to stupid reasons, I just wanted to share my view of it but thanks for the information, to be honest I will be keeping that chart.
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this guy here deserves attention. go visit him pls.
While this is not the biggest suggestion, this makes sense to me. (bare with me here, this is my first suggestion) What I propose is that we change the mechanics to gold enchantability.
We all know that gold has a better enchant chance but lets take it a step further, we could be able to mix enchants we could not before, for instance on armor you can have blast protection and fire protection on the same piece of armor but not regular protection, and it does not go up to the max level, their combined levels can go up to 5 (so fire prot 3 and blast prot 2). Same goes with the swords but it is with smite and bane of anthropods (smite 2 boa 3).
This will not work on tools because the only conflicting enchants are silk touch and fortune and we wouldn't want anyone getting unlimited diamonds now would we? So tell me what you think! all feed back is appreciated.
this guy here deserves attention. go visit him pls.
My youtube channel: https://www.youtube.com/channel/UCF6TkzZmHZQWQx23sNZBcMw
This is a good ideia. Support.
I personally have never taken much advantage of the enchant-ability of gold armor, but this seems like a pretty good idea. It does make sense after all, and is pretty well balanced by the combined-max limit.
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Eh, not that bad of an idea really.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
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Thank you guys for the support! To be honest I dont even know why I got this idea to begin with
this guy here deserves attention. go visit him pls.
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I really like this. The gold enchantability thingy really is a bit useless, and gold tools are so expensive anyway, this would really even things out.
Thupporut
it would be even more useful if it were attached to my suggestion.
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2405411-combat-sugestion-enchantments
That was my same thought, thanks for understanding!
this guy here deserves attention. go visit him pls.
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It's not a bad idea, but I could see a problem with combining enchantments. This ability allows the enchantments to go up to 5, possibly even up to 8 or 10 if you were willing to use enchantments with levels 5. As long as the combination does not increase nor decrease the current stats with specific enchantments, I'm fine with that.
Partial support.
I was kind of thinking about it changing armor and weapons to avoid this entirely so I will change the op. Thanks for the feed back.
As I stated in the op the levels of these enchants combined could only go up to 5 so blast 3 and fire 2 or boa 2 and smite 3 I could lower that level if you think it would make a difference.
this guy here deserves attention. go visit him pls.
My youtube channel: https://www.youtube.com/channel/UCF6TkzZmHZQWQx23sNZBcMw
The only conflicting enchants are:
-Protection, blast protection, projectile protection and fire protection
Protection is best, almost always, combinations aren't useful, especially because gold armor is expensive and weak
-Silk touch, fortune
Wouldn't really make sense on the same tool.
-Bane of arthopods, sharpness, smite
Gold swords are terrible, same attack as wood, less durability. Would be useless.
I think a better way to buff gold tools would be to allow 1 level higher enchants on them (not silk touch)
Protection one is the universal prot but it is weaker then the individual enchants so if you had fire prot 2, projectile prot 2 and blast prot 1 it would be in a sense better then prot 3
I siad in the op that theses enchants would not be able to be combined
If you had boa 2 and smite 3 you would still be able to 2 shot any mob but you would do less damage to players so its a way to even things out and have a use for your gold.
while this is a good idea it conflicts with my original idea.
this guy here deserves attention. go visit him pls.
My youtube channel: https://www.youtube.com/channel/UCF6TkzZmHZQWQx23sNZBcMw
Not a bad idea, but could you change your presentation? I don't know why, but my head kinda hurts while reading this..
Maybe you could press the [enter] key a couple of times?
But yeah, now gold armor would have a good use. Support.
thanks for the support and I will fix that.
this guy here deserves attention. go visit him pls.
My youtube channel: https://www.youtube.com/channel/UCF6TkzZmHZQWQx23sNZBcMw
Gold gear with combinations of enchantments would only be better than protection/sharpness gold gear in very limited situations, and almost always worse than protection/sharpness iron. This wouldn't make gold useful for gear.
The difference in protection between gold and diamond armor is also so great that you have to max out the protection cap in order to get better protection than unenchanted diamond.
Not kidding; gold armor blocks 44% of damage while diamond armor blocks 80%; when the maximum EPF of 25 is used this provides an additional 50-80% damage reduction (averaging 65%; anything above 20 EPF maxes out at 80% damage reduction; because of this Protection IV (20 EPF) is only slightly worse, at 60% (40-80%) damage reduction), only applied to the 56% of damage that gets past the armor, for a total damage reduction of 44% + 65% of 56% = 80.4% - in other words, maxed out golden armor is only as good as unenchanted diamond armor!
Of course, it will give you some additional protection since Protection reduces virtually all damage and Fire Protection reduces the time you burn after leaving a fire, which is otherwise easily deadlier than lava itself since you burn for 15 seconds, losing 15 health (Fire Resistance potions all but negate this situational benefit though, except in emergencies when you don't have any and in that case it won't save you from a dip in a Nether lava sea).
Also, consider the following chart - diamonds are easier to find than gold if you use any level of Fortune III (below layer 15); about twice as common if Fortune III is used (below layer 13), which multiples drops by a factor of 2.2 - in fact, it is more sustainable to branch-mine using diamond tools than it is with iron for this reason:
Plus, in 1.8 it costs the exact same number of levels to maintain diamond gear as it does golden gear (prior to 1.8 you had to pay for the durability and enchantments, resulting in diamond tools being particularity expensive; ironically, diamond armor's nerfed durability (relative to tools) lead it to being the same cost per unit repair, just a bit more for using new items); the lower enchantability of diamond is offset by exploiting enchanting mechanisms (i.e. place an item in and see what it shows for the first enchantment; if you don't like it try another item or block a bookshelf or two) and the fact that Protection is the lowest-weighted enchantment; i.e. it is more likely at a lower enchanting level (enchantability + levels spent, using some formula), while at higher levels it becomes dominated by the other enchantments (when enchanted at level 1 a book, which has an enchantability of one, can only get Protection I, Sharpness I, Power I, Efficiency I and Aqua Affinity I).
Overall, diamond is likely by far the cheapest gear to maintain (especially in 1.8 due to the repair limits and leveled costs), at least in terms of XP (as so many people think XP farms are vital for progression; iron may be cheaper to find as a resource, or farm, but if you are using iron armor you might as well do what I do and wear an incomplete set of diamond armor, which also effectively increases durability beyond the simple difference due to fewer pieces being worn, hence reduces materials differences).
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Yeah, I can understand your point of view, just a helpful tip though, boa works on creepers
While your points are quite valid, and you did teach me quite a bit, I find gold way more then I find diamonds at mid game, in fact the first thing I do with them is make a pic and then an enchant table and by then I have enough gold to make a few sets of armor and a gapple or tow with some gold left over, not to mention gold farms are a great way to make gold and I would rather use gold armor when I am exploring then to use my diamond set and risk losing it to stupid reasons, I just wanted to share my view of it but thanks for the information, to be honest I will be keeping that chart.
this guy here deserves attention. go visit him pls.
My youtube channel: https://www.youtube.com/channel/UCF6TkzZmHZQWQx23sNZBcMw
Survival:
It would become OP.
Custom maps:
This is already accomplishable with commands.
Time-travel mod request! (It's long over-due and would be fantastic!)
How would this become op in survival, remember this only works with gold armor and yes, you can do this with command blocks already.
this guy here deserves attention. go visit him pls.
My youtube channel: https://www.youtube.com/channel/UCF6TkzZmHZQWQx23sNZBcMw
partial support
want a custom mob made? ill make almost anything for you at this link http://www.minecraftforum.net/forums/minecraft-discussion/discussion/2377442-request-custom-mobs-ill-make-them
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