[Unbreaking 3, Lure 3, Mending, Luck of the Sea 1] Fishing Rod
+
[Luck of the Sea 3, Punch 2, Power 4] Book
=
37 LEVELS???
All i am adding is Luck of the Sea and i need 37 levels. That is crazy annoying. I'm not even using 2 of the enchantments, why factor them into the EXP?
Now let us say i have that same Fishing rod but i try to add a:
[Unbreaking 3, Luck of the Sea 3] Fishing rod
=
Too Expensive!
Again, i'm only adding one of the enchantments and it surpasses 39 levels? Doesn't even let me even attempt to add it. I also have no option to remove enchantments in the first place.
No it is not. It makes logical sense. Why does adding 1 item to my gear cost me well over 40 levels? I'm adding not completely redoing all the other enchantments. Minecraft is way to based around grinding EXP and your EXP farm that is required to do much of anything in this game. IF this really seems to OP all i have to do is switch to creative mode and cheat in a item (unless i'm on a server). So yeah, giving people more freedom early on will promote gameplay because even ant venom stated that potentially 1/3rd of all players don't play over a hour.
3:01
Who do you have on your server that you are too worried about having good gear? If anything they would have just TNT'ed your base by now or poured lava everywhere.
Ill look at in the replies for more stigmas and add then later.
"For each enchantment on the sacrifice: Ignore any enchantment that cannot be applied to the target (e.g. Protection on a sword)."
thus Punch2 & Power4 will be ignored.
Assuming no prior work penalty on either item, the cost to transfer LoS3 from a book should be 6 ("the final level of the enchantment on the target item multiplied by the multiplier from the table below. [2 for LoS from a book]")
Example 1 [Unbreaking 3, Lure 3, Mending, Luck of the Sea 1] Fishing Rod + [Unbreaking 3, Luck of the Sea 3] Fishing rod
Assuming no prior work penalty on either item, the cost to transfer the enchantments [the duplicate Unbreaking3 is also charged for] from an item should be 18: 12 for the 3 levels of LoS x the item transfer multiplier of 4, 6 for the 3 levels of Unbreaking x the item transfer multiplier of 2.
I don't see the relevance of rthe AntVenom citation.
Considering the cited number:
AntVenom clearly states that his reasons for assuming 1/3 of the 152M sales are inactive — which corresponds well with the article citing 91M active users [term undefined] — are partly based on the existance of secondary accounts).
Additionally the idea that some accounts will go unused as MC [or any specific product] turned out not to a particular person's 'cuppa' is hardly damning.
(He also discounts 1/2 of the downloads of the free Chiinese edition based on similar back-of-envelope logic.)
This leaves him with ~152M "Users who have substantial play-time on their account.[sic]" [@4:49] with which to proceed in his gedankenexperiment.
Neither do I see how this revision would result in "giving people more freedom early on" nor how that would "promote gameplay".
The OP proposal:
institutes a fixed cost per enchantment (without regard to the level or desirability of said enchantment)
removes the 'prior work penalty'
The first is contrary to verisililitude with any of a number of well known fictional magic systems.
The second removes one of the few constraints on the 'power' of available gear.
I see neither effect as desirable.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
[Unbreaking 3, Lure 3, Mending, Luck of the Sea 1] Fishing Rod
+
[Luck of the Sea 3, Punch 2, Power 4] Book
=
37 LEVELS???
All i am adding is Luck of the Sea and i need 37 levels. That is crazy annoying. I'm not even using 2 of the enchantments, why factor them into the EXP? This is not what I thought you would mean by broken. However, you're right. Factoring in enchantments that won't actually be added to weapons is too unfair, I suggest ---------------------------------------------------------
Now let us say i have that same Fishing rod but i try to add a:
[Unbreaking 3, Luck of the Sea 3] Fishing rod
=
Too Expensive! It's too expensive because you already added 6 tools/books to the orginal fishing rod in the anvil.
Again, i'm only adding one of the enchantments and it surpasses 39 levels? Doesn't even let me even attempt to add it. I also have no option to remove enchantments in the first place. ---------------------------------------------------------
No it is not. It makes logical sense. How does it make logical sense. They are both equivelant in how much sense they make. Enchanting is meant to get exponentially more difficult as the item gets stronger to prevent players getting overpowered tools faster, Why does adding 1 item to my gear cost me well over 40 levels? I'm adding not completely redoing all the other enchantments. Minecraft is way to based around grinding EXP and your EXP farm that is required to do much of anything in this game. I agree. However, the solution isn't to make enchanting easier but rather nerf experience farms. IF this really seems too OP all i have to do is switch to creative mode and cheat in a item (unless i'm on a server). What are you even trying to say at this point. Why would you switch to creative mode if something is overpowered. I would the think the opposite- if something was underpoered. Additionally, why would you switch to creative mode- once a player switches, he or she has no more incentive to play. So yeah, giving people more freedom early on will promote gameplay because even ant venom stated that potentially 1/3rd of all players don't play over a hour. That's definetly not true.
3:01
Who do you have on your server that you are too worried about having good gear? Umm... almost everyone has good gear because it's so easy to get. Plus, I'm not worried because I play on a community SMP. If anything they would have just TNT'ed your base by now or poured lava everywhere. I fully understand your desire to play on an anarchy server, but do not assume that everyone does. The majority of survival multiplayer players play on community SMPs. Nonetheless, that is not an excuse to disregard other servers. Anyway, getting to your point, how is your base in anyway related to your armor? And why would you let other players TNT your base?
Ill look at in the replies for more stigmas and add then later.
The reason i added that last "Its too OP" thing in is because i know someone will eventually comment saying it is too easy to get good ear and that they shouldnt have it.
It is logical that no matter how many enchantments you already have, it should not charge you outrageous rates to add to it.
"It's too expensive because you already added 6 tools/books to the orginal fishing rod in the anvil."
Again, that makes no sense what so ever. Why should i be capped out of adding enchantments if it is within the available enchantments to the tool?
"Enchanting is meant to get exponentially more difficult as the item gets stronger to prevent players getting overpowered tools faster,"
Still doesn't make sense. It also is not needed in the first place. It is like decreasing the walk speed by 2x for every piece of gear you have on. Sure it can be seen as realistic, but it more of a annoyance then anything.
So according to your idea, someone adding Efficiency 1 to a pickaxe with no enchants would cost 5 levels. No, that's just wrong. That is way too expensive. But also according to your logic it would be fair to cost players only 10 levels to add Mending and Fortune 3 to a pickaxe that already has Unbreaking 3, Efficiency 5, and Fortune 2. Doesn't that seem a little too easy to you? In my opinion enchanting and more importantly the combining of enchants is fine. It would make perfect sense to cost 20 levels to add even more stuff to an already overpowered sword. Now it may be glitchy sometimes and maybe not make sense every time, but just because you want it all to be easy and not take effort doesn't mean it should be changed.
Edit:
Again, that makes no sense what so ever. Why should I be capped out of adding enchantments if it is within the available enchantments of the tool?
That is like saying why shouldn't you be allowed to put a chest plate on when you have an elytra on. Technically, there is nothing blocking you from putting a chest piece on, but it would be too OP so they didn't allow it. Really its about balanced. There has to be some sort of setback to making stuff better. For instance, the set back to an Elytra being worn is you have less defense. The setback to enchanting a ton and making an OP weapon is it will cost you more and more each time, to prevent it from being too powerful.
I believe XP in its current form is incredibly bad because
It forces people to make grinders to get enough XP to do anything useful with
The 40-level cap prevents over-enchanted weapons from being repaired indefinetely
My solution is to remove XP altogether. With this new system, enchanting only requires lapis. Repairing tools? Unenchanted tools only require the material. Enchanted tools require 1 lapis per level per enchantment, so a Fortune 3 Efficiency 5 pick takes 8 lapis to repair. Infinity and treasure enchantments take 5 lapis each instead of 1.
I believe XP in its current form is incredibly bad because
It forces people to make grinders to get enough XP to do anything useful with
The 40-level cap prevents over-enchanted weapons from being repaired indefinetely
My solution is to remove XP altogether. With this new system, enchanting only requires lapis. Repairing tools? Unenchanted tools only require the material. Enchanted tools require 1 lapis per level per enchantment, so a Fortune 3 Efficiency 5 pick takes 8 lapis to repair. Infinity and treasure enchantments take 5 lapis each instead of 1.
The reason its so expensive is to make it hard to obtain. It shouldn't be easy to get the best sword possible in survival. It should take grinding and be difficult. And if you completely remove XP from the game what's the point of killing mobs? Sure you might simply need to defend yourself a few times or get the loot from them like creepers, but other than that there would be no point in staying up through the night to hunt mobs.
I believe XP in its current form is incredibly bad because
It forces people to make grinders to get enough XP to do anything useful with
The 40-level cap prevents over-enchanted weapons from being repaired indefinetely
My solution is to remove XP altogether. With this new system, enchanting only requires lapis. Repairing tools? Unenchanted tools only require the material. Enchanted tools require 1 lapis per level per enchantment, so a Fortune 3 Efficiency 5 pick takes 8 lapis to repair. Infinity and treasure enchantments take 5 lapis each instead of 1.
To the contrary, I do not use any sort of XP/resource farms yet have no trouble progressing in the game or maintaining my gear; just the last time I played I got 6200 XP, all from "normal" means (mining ores and killing mobs while caving) and averaged more than 5000 per play session in another world (708515 over 140 sessions, 5308 per caving session and 3485 (2853 excluding the Ender Dragon) per non-caving session). Not only that, I still play in 1.6.4; you know, where you had to spend all 30 levels to make a level 30 enchantment and with completely unknown enchantments, you had to use books to put Unbreaking on armor and weapons, and repairing items was usually more expensive (do people really still use the anvil to repair items, especially end-game gear, in 1.9+? Just put Mending, which is not that hard to obtain, on it and it will last forever for a fixed cost of 1 XP per 2 durability restored; even if it is split across multiple items you spend no more than 4686 to fully repair a full set of 6 active items). I mine quartz to get most of the XP that I need to enchant my gear in the first place, which is quite effective and also provides a material for building with so I'm not just mining it for XP.
Even more fun, my own mod nerfs diamond and replaces it as the top tier with absurdly expensive gear, so much that I raised the anvil cap to 49 levels (just for these items, 39 otherwise), and worse, you can only repair them with one unit at time (this restores 25% durability, compared to 100% for a sacrifice, so even though they have 3x the durability of diamond you effectively only get 3/4 the durability per repair compared to diamond items that can be repaired with a sacrifice) - yet I still find myself with a large XP surplus, as I also did back when I used a maxed-out Fortune diamond pickaxe to mine everything while caving (it cost 5624 XP to fully repair with 4 diamonds, one at a time, which by itself exceeds the worst-case cost for a full set of Mending gear and is equivalent to spending nearly 60 levels all at once using the pre-1.8 level costs).
I also do not think that players should be able to indefinitely repair overpowered gear with like 6 enchantments (or even more) - I've never had any issue with putting no more than 3 enchantments (in vanilla or not counting my version of Mending) on my gear; a Sharpness V, Knockback II, Unbreaking III sword is plenty enough; if I want to use Looting I have a sword with Sharpness V, Looting III, Unbreaking III just for that purpose (even with only 3 enchantments both of these are already over the anvil cap of 39 levels if you try to repair them with a new sword, though the first one can be fully repaired with a slightly damaged (about 1360 durability, which I get by killing chickens, then trading them for emeralds to buy more swords) sacrifice for as low as 38 levels while the second costs 37 levels for one diamond. These costs are cheap when considering the XP you get from using them to kill mobs; at two uses and 5 XP per mob you get over 15000 XP per full repair, enough to repair armor as well).
If anything, they should revert the changes to anvil repairing in 1.8, except for how renaming negated the prior work penalty, instead having Mending do that, which is just what I've done myself (by backporting Mending, not reverting the anvil mechanics), with a slight adjustment to how the base cost is calculated (I removed a charge for the number of enchantments when repairing, but not combining, and Mending sets the prior work penalty to 0, instead of 2) so Mending items with 3 other enchantments cost as much as before, while non-Mending items are 8 levels cheaper (prior to 1.8 you always had to pay the "enchantment cost", even when repairing, which was removed in 1.8; the repair cost itself was also changed to 2 levels for a sacrifice/1 per unit instead of being based on durability). Mending should also cost 8 levels, not 4 levels, in accordance with other enchantments with only one level (in general, the more levels an enchantment has the lower the cost per level; Sharpness costs 1 per level (5 for Sharpness V), Unbreaking costs 2 per level (6 for Unbreaking III), Fire Aspect costs 4 per level (8 for Fire Aspect II) and Infinity costs 8 levels. A fixed cost per enchantment of e.g. 5 levels does not make sense - you should pay more for better enchantments).
Previous rework penalty is a good idea IMHO. It makes you take a better planning approach to enchanting.
XP is real cheap. A high altitude dark spawner can be built absolutely anywhere, delivers incredible amount of xp fast and all sorts of drops. Way better and more effective than looking for a dungeon spawner.
Just replacing XP with lapis would make it even less hard. Lapis is massively abundant. A single branch mining session with a fortune 3 pick can yield enough lapis to last a lifetime.
I really disagree that XP is hard to obtain. I am similar to TheMasterCaver in that I never use XP grinders but have no problem obtaining plenty of experience. My only current problem with Enchanting is it seems to be weighted too heavily towards only giving a single enchantment on items. Even at level 30 I seem to only get a single enchantment applied at a time more often than not.
Rollback Post to RevisionRollBack
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I actually find it not too bad. With most useful enchantments available via books - either off the table or villagers - it is often easier to create exactly what you need if table yields only one enchantment. For example, it seems that Unbreaking has priority showing on a table, so if enchanting a piece of armor, and seeing 'Unbreaking III', there is almost always some sort of 'Protection' there as well, and if you end up with Fire or Projectile protection, it kinda renders the piece useless. Also, the sequence. Got two 'Fortune II' books? Combine them to 'Fortune III', just remember to put that book to a separate chest. I have chests for books with 0 rework, 1 rework, 2 reworks etc. Higher rework books must be applied to item later in the sequence.
Edit: This was added to the game
Enchanting in this game is seriously broken:
For instance, i have a:
[Unbreaking 3, Lure 3, Mending, Luck of the Sea 1] Fishing Rod
+
[Luck of the Sea 3, Punch 2, Power 4] Book
=
37 LEVELS???
All i am adding is Luck of the Sea and i need 37 levels. That is crazy annoying. I'm not even using 2 of the enchantments, why factor them into the EXP?
---------------------------------------------------------Now let us say i have that same Fishing rod but i try to add a:
[Unbreaking 3, Luck of the Sea 3] Fishing rod
=
Too Expensive!
Again, i'm only adding one of the enchantments and it surpasses 39 levels? Doesn't even let me even attempt to add it. I also have no option to remove enchantments in the first place.
------------------------------------------------------------------------------------------------------------------THIS IS TOO OP!
No it is not. It makes logical sense. Why does adding 1 item to my gear cost me well over 40 levels? I'm adding not completely redoing all the other enchantments. Minecraft is way to based around grinding EXP and your EXP farm that is required to do much of anything in this game. IF this really seems to OP all i have to do is switch to creative mode and cheat in a item (unless i'm on a server). So yeah, giving people more freedom early on will promote gameplay because even ant venom stated that potentially 1/3rd of all players don't play over a hour.
3:01
Who do you have on your server that you are too worried about having good gear? If anything they would have just TNT'ed your base by now or poured lava everywhere.
Ill look at in the replies for more stigmas and add then later.
What version are you playing? (Also, which – if any – mods?)
Example 1 [Unbreaking 3, Lure 3, Mending, Luck of the Sea 1] Fishing Rod + [Luck of the Sea 3, Punch 2, Power 4] Book
Per experience (and the wiki https://minecraft.gamepedia.com/Anvil_mechanics )
"For each enchantment on the sacrifice: Ignore any enchantment that cannot be applied to the target (e.g. Protection on a sword)."
thus Punch2 & Power4 will be ignored.
Assuming no prior work penalty on either item, the cost to transfer LoS3 from a book should be 6 ("the final level of the enchantment on the target item multiplied by the multiplier from the table below. [2 for LoS from a book]")
Example 1 [Unbreaking 3, Lure 3, Mending, Luck of the Sea 1] Fishing Rod + [Unbreaking 3, Luck of the Sea 3] Fishing rod
Assuming no prior work penalty on either item, the cost to transfer the enchantments [the duplicate Unbreaking3 is also charged for] from an item should be 18: 12 for the 3 levels of LoS x the item transfer multiplier of 4, 6 for the 3 levels of Unbreaking x the item transfer multiplier of 2.
Neither do I see how this revision would result in "giving people more freedom early on" nor how that would "promote gameplay".
The OP proposal:
The first is contrary to verisililitude with any of a number of well known fictional magic systems.
The second removes one of the few constraints on the 'power' of available gear.
I see neither effect as desirable.
The reason i added that last "Its too OP" thing in is because i know someone will eventually comment saying it is too easy to get good ear and that they shouldnt have it.
It is logical that no matter how many enchantments you already have, it should not charge you outrageous rates to add to it.
"It's too expensive because you already added 6 tools/books to the orginal fishing rod in the anvil."
Again, that makes no sense what so ever. Why should i be capped out of adding enchantments if it is within the available enchantments to the tool?
"Enchanting is meant to get exponentially more difficult as the item gets stronger to prevent players getting overpowered tools faster,"
Still doesn't make sense. It also is not needed in the first place. It is like decreasing the walk speed by 2x for every piece of gear you have on. Sure it can be seen as realistic, but it more of a annoyance then anything.
So according to your idea, someone adding Efficiency 1 to a pickaxe with no enchants would cost 5 levels. No, that's just wrong. That is way too expensive. But also according to your logic it would be fair to cost players only 10 levels to add Mending and Fortune 3 to a pickaxe that already has Unbreaking 3, Efficiency 5, and Fortune 2. Doesn't that seem a little too easy to you? In my opinion enchanting and more importantly the combining of enchants is fine. It would make perfect sense to cost 20 levels to add even more stuff to an already overpowered sword. Now it may be glitchy sometimes and maybe not make sense every time, but just because you want it all to be easy and not take effort doesn't mean it should be changed.
Edit:
That is like saying why shouldn't you be allowed to put a chest plate on when you have an elytra on. Technically, there is nothing blocking you from putting a chest piece on, but it would be too OP so they didn't allow it. Really its about balanced. There has to be some sort of setback to making stuff better. For instance, the set back to an Elytra being worn is you have less defense. The setback to enchanting a ton and making an OP weapon is it will cost you more and more each time, to prevent it from being too powerful.
I believe XP in its current form is incredibly bad because
My solution is to remove XP altogether. With this new system, enchanting only requires lapis. Repairing tools? Unenchanted tools only require the material. Enchanted tools require 1 lapis per level per enchantment, so a Fortune 3 Efficiency 5 pick takes 8 lapis to repair. Infinity and treasure enchantments take 5 lapis each instead of 1.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
The reason its so expensive is to make it hard to obtain. It shouldn't be easy to get the best sword possible in survival. It should take grinding and be difficult. And if you completely remove XP from the game what's the point of killing mobs? Sure you might simply need to defend yourself a few times or get the loot from them like creepers, but other than that there would be no point in staying up through the night to hunt mobs.
To the contrary, I do not use any sort of XP/resource farms yet have no trouble progressing in the game or maintaining my gear; just the last time I played I got 6200 XP, all from "normal" means (mining ores and killing mobs while caving) and averaged more than 5000 per play session in another world (708515 over 140 sessions, 5308 per caving session and 3485 (2853 excluding the Ender Dragon) per non-caving session). Not only that, I still play in 1.6.4; you know, where you had to spend all 30 levels to make a level 30 enchantment and with completely unknown enchantments, you had to use books to put Unbreaking on armor and weapons, and repairing items was usually more expensive (do people really still use the anvil to repair items, especially end-game gear, in 1.9+? Just put Mending, which is not that hard to obtain, on it and it will last forever for a fixed cost of 1 XP per 2 durability restored; even if it is split across multiple items you spend no more than 4686 to fully repair a full set of 6 active items). I mine quartz to get most of the XP that I need to enchant my gear in the first place, which is quite effective and also provides a material for building with so I'm not just mining it for XP.
Even more fun, my own mod nerfs diamond and replaces it as the top tier with absurdly expensive gear, so much that I raised the anvil cap to 49 levels (just for these items, 39 otherwise), and worse, you can only repair them with one unit at time (this restores 25% durability, compared to 100% for a sacrifice, so even though they have 3x the durability of diamond you effectively only get 3/4 the durability per repair compared to diamond items that can be repaired with a sacrifice) - yet I still find myself with a large XP surplus, as I also did back when I used a maxed-out Fortune diamond pickaxe to mine everything while caving (it cost 5624 XP to fully repair with 4 diamonds, one at a time, which by itself exceeds the worst-case cost for a full set of Mending gear and is equivalent to spending nearly 60 levels all at once using the pre-1.8 level costs).
I also do not think that players should be able to indefinitely repair overpowered gear with like 6 enchantments (or even more) - I've never had any issue with putting no more than 3 enchantments (in vanilla or not counting my version of Mending) on my gear; a Sharpness V, Knockback II, Unbreaking III sword is plenty enough; if I want to use Looting I have a sword with Sharpness V, Looting III, Unbreaking III just for that purpose (even with only 3 enchantments both of these are already over the anvil cap of 39 levels if you try to repair them with a new sword, though the first one can be fully repaired with a slightly damaged (about 1360 durability, which I get by killing chickens, then trading them for emeralds to buy more swords) sacrifice for as low as 38 levels while the second costs 37 levels for one diamond. These costs are cheap when considering the XP you get from using them to kill mobs; at two uses and 5 XP per mob you get over 15000 XP per full repair, enough to repair armor as well).
If anything, they should revert the changes to anvil repairing in 1.8, except for how renaming negated the prior work penalty, instead having Mending do that, which is just what I've done myself (by backporting Mending, not reverting the anvil mechanics), with a slight adjustment to how the base cost is calculated (I removed a charge for the number of enchantments when repairing, but not combining, and Mending sets the prior work penalty to 0, instead of 2) so Mending items with 3 other enchantments cost as much as before, while non-Mending items are 8 levels cheaper (prior to 1.8 you always had to pay the "enchantment cost", even when repairing, which was removed in 1.8; the repair cost itself was also changed to 2 levels for a sacrifice/1 per unit instead of being based on durability). Mending should also cost 8 levels, not 4 levels, in accordance with other enchantments with only one level (in general, the more levels an enchantment has the lower the cost per level; Sharpness costs 1 per level (5 for Sharpness V), Unbreaking costs 2 per level (6 for Unbreaking III), Fire Aspect costs 4 per level (8 for Fire Aspect II) and Infinity costs 8 levels. A fixed cost per enchantment of e.g. 5 levels does not make sense - you should pay more for better enchantments).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
this would be way too easy to do you could have endgame enchantments way too early on
all you gotta do is find a skeleton/zombie dungeon convert it to a xp farm and away you go
zero support
add me on xbox one Oreo Volcano to play minecraft, fortnite, call of duty or whatever i need new friends
Previous rework penalty is a good idea IMHO. It makes you take a better planning approach to enchanting.
XP is real cheap. A high altitude dark spawner can be built absolutely anywhere, delivers incredible amount of xp fast and all sorts of drops. Way better and more effective than looking for a dungeon spawner.
Just replacing XP with lapis would make it even less hard. Lapis is massively abundant. A single branch mining session with a fortune 3 pick can yield enough lapis to last a lifetime.
I really disagree that XP is hard to obtain. I am similar to TheMasterCaver in that I never use XP grinders but have no problem obtaining plenty of experience. My only current problem with Enchanting is it seems to be weighted too heavily towards only giving a single enchantment on items. Even at level 30 I seem to only get a single enchantment applied at a time more often than not.
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I actually find it not too bad. With most useful enchantments available via books - either off the table or villagers - it is often easier to create exactly what you need if table yields only one enchantment. For example, it seems that Unbreaking has priority showing on a table, so if enchanting a piece of armor, and seeing 'Unbreaking III', there is almost always some sort of 'Protection' there as well, and if you end up with Fire or Projectile protection, it kinda renders the piece useless. Also, the sequence. Got two 'Fortune II' books? Combine them to 'Fortune III', just remember to put that book to a separate chest. I have chests for books with 0 rework, 1 rework, 2 reworks etc. Higher rework books must be applied to item later in the sequence.