Attention. Do you enjoy grinding for Wither Skulls? Do you enjoy grinding for Conduits?
What about tridents?
If you answered NO to either of these questions, you may qualify for a free one-update trial of Superior Grinding. This special treatment is simple. Instead of repeatedly killing Wither Skeletons hoping to get that 1 in 50 chance of a Wither Skeleton Skull... actually, make your work mean something.
Loot Boxes are Minecraft's attempt to make the player work and kill an extended number of mobs. But it is ineffective because someone might get super lucky and land a skull on their first try. While you kill 100+ and have made no progress towards your Wither. The Drowned are even worse. The system effectively forces you into the mob farm technique.
The Trident is not awarded from skill. It is awarded from luck.
My solution is simple. Mojang wants to make these items rare? Sure. But let's have you work towards the objective. I know from experience that when grinding, it means a lot to see you slowly make progress. Instead of just rolling the dice, again and again.
Wither Skulls
Currently, there is a 2.5% chance to get a Wither Skeleton Skull. That's a 1 in 40 shot.
My suggestion: Every time you kill a Wither Skeleton, you get a Wither Skull Shard.
8 Wither Skull Shards are placed in a crafting table to create a Wither Skull Fragment.
5 Wither Skull Fragments are crafted to create a Wither Skull.
That means you will need to kill 40 Wither Skeletons to get a skull, which in theory is the same effort as before. Only this time the system is at a set difficulty with a goal to grind to. It will not be as frustrating.
Nautilus Shells
Currently, there is a 3% chance to get a Nautilus Shell. That's very close to a 1 in 32 shot.
My suggestion: Every time you kill a Drowned, you get a Nautilus Shard.
8 Nautilus Shards are placed in a crafting table to create a Nautilus Fragment.
4 Nautilus Fragments are crafted to create a Nautilus Shell.
That means you will need to kill 32 Drowned to get a shell, which in theory is the same effort as before.
Tridents
Currently, there is an 8.5% chance to get a Trident, from a Drowned with a Trident (that's 6.25% of them). I will only be counting the ones that have tridents in their hand. The closest number to this in 1 in 12 shot- just a bit rarer than usual. Remember the drowned tridents are already rare.
My suggestion: Every time you kill a Trident Drowned, you get a Trident Shard.
6 Trident Shards are placed in a crafting table to create a Trident Fragment.
2 Trident Fragments are placed in a crafting table to create a Trident.
That means you will need to kill 12 Trident wielding Drowned to get their weapon. This may take away the feeling of "I took it from him" rather, you are building it out of pieces you have collected. But the gameplay would remain the same.
That's all that I can think of now. Smaller scale loot boxes (like bows from skeletons) are fine. But when there are super rare items that just never seem to drop... we need a better system in place. Now back to our lovely infomercial:
Don't take SUPERIOR GRINDING if you or a loved one has experience with unbalance, lack of detail, or making a suggestion for emerald armor. This suggestion is known to cause mob ai bugs, lighting glitches, and may be fatal to your java binary.
Not bad (and :cheers; on the humorous presentation).
I recently kept track whilst acquiring another beacon and got zero skulls from withers #1-114, then skulls from #115, #117, & #118…
On a similarly humorous note, one could wonder just how far this idea could be taken: diamonds, etc generate at a defined frequency, so one could also recieved a bit of diamond dist for every block of smoothstome mined (possibly with more or less for the various -ites) which could then be crafted into chips and diamonds.
The downside of this would be removing the AH-HA! moments of discovery along with all the meh, blah of general mining.
Continuing further, one might receive various guaranteed 'shards' or functional equivalent of other items (eg Heart of the Sea, the various horse armors) whenever opening an approprite loot chest; the exploration for which can be seen as another form of grinding…
Something that is not addressed is how Looting would be handled. [In my experience, it is rare to see someone grind for skulls without using Looting3 (which raises the drop chance to c 1 in 18 for skulls and c 1 in 9 for nautilus shells/ tridents).]
It is also unclear why you are treating shells (which can also be obtained via fishing) differently than tridents…(shells are present with only 3% of drowned vs 6.25% for tridents). (Nautilus shell is not among the listed exceptions to the equipment drop rules found @ https://minecraft.gamepedia.com/Drops#Equipped_items )
[Oddly – for the looting effect – the wiki for drowned states "11% chance each, 13% chance with Looting I, 15% chance with Looting II and 17% chance with Looting III" for tridents and implies a 100% drop rate for shells whereas Looting gives the numbers as "9.5% at level I, 10.5% at level II, and 11.5% at level III" & drops: equipment concurs "up to 11.5% with Looting III"]
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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.
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The case of Nautilus Shells is more of a case of shoehorning them into Drowned, and a better way to fix that would be to add an actual Nautilus mob that would be rare (And/or oversized and a miniboss) and would always drop it.
As for both Tridents and Wither Skeleton Skulls, the main issue with the suggestion is that each adds two items that are solely used to craft the Trident.
Wither Skeleton Skulls could be made to require an unique death to be inflicted on Wither Skeletons to drop, similarly to how skulls in general drop from mobs killed by charged Creepers (In the case of WSS, having them get blown up by Ghasts could be a way to obtain the skull. Another possibility would be to somehow make them have an AoE Wither-inflicting attack, and have them wither to death in order for the skulls to drop).
As for Tridents, a better way to deal with that would be to add alternate ways to obtain them, such as crafting them from Prismarine (Particularly, Prismarine Crystals are obtainable outside of Ocean Monuments, but is quite rare, and could even be made an uncommon Drowned drop if needed) or found in Buried Treasure.
All in all, while I think the suggestion has a very valid point, I don't agree with the execution itself, mostly because, while the tedious grinding would be less luck-based, it'd still rely on sheer patience more than anything else, on top of adding two new single-use items per each fixed item.
Not bad (and :cheers; on the humorous presentation).
I recently kept track whilst acquiring another beacon and got zero skulls from withers #1-114, then skulls from #115, #117, & #118…
On a similarly humorous note, one could wonder just how far this idea could be taken: diamonds, etc generate at a defined frequency, so one could also recieved a bit of diamond dist for every block of smoothstome mined (possibly with more or less for the various -ites) which could then be crafted into chips and diamonds.
The downside of this would be removing the AH-HA! moments of discovery along with all the meh, blah of general mining.
Continuing further, one might receive various guaranteed 'shards' or functional equivalent of other items (eg Heart of the Sea, the various horse armors) whenever opening an approprite loot chest; the exploration for which can be seen as another form of grinding…
Something that is not addressed is how Looting would be handled. [In my experience, it is rare to see someone grind for skulls without using Looting3 (which raises the drop chance to c 1 in 18 for skulls and c 1 in 9 for nautilus shells/ tridents).]
It is also unclear why you are treating shells (which can also be obtained via fishing) differently than tridents…(shells are present with only 3% of drowned vs 6.25% for tridents). (Nautilus shell is not among the listed exceptions to the equipment drop rules found @ https://minecraft.gamepedia.com/Drops#Equipped_items )
[Oddly – for the looting effect – the wiki for drowned states "11% chance each, 13% chance with Looting I, 15% chance with Looting II and 17% chance with Looting III" for tridents and implies a 100% drop rate for shells whereas Looting gives the numbers as "9.5% at level I, 10.5% at level II, and 11.5% at level III" & drops: equipment concurs "up to 11.5% with Looting III"]
Concerning how far the "loot box" argument goes: I believe it only applies to rare drops on mobs. Because you are correct... there is that AHA moment you get from diamonds. I don't want to take that away. But with Wither Skeletons, the AHA moment comes from finding the Wither Skeleton. Once you have it, you are expecting to get a skull. There is no other reason for you to be fighting the Wither Skeleton. The same applies to Drowned. And often times the player gets frustrated and decides to just make a farm (which you can't do with diamonds or treasure chests). I don't think we need shards of the Hearts of the Sea. They are easier to get than the shells.
Shells can be obtained through fishing, but I figured since they can always be found with the Drowned it makes the most sense to go both routes.
Concerning looting: I'm thinking what if having looting increases the chance of you getting 2-3 shards of the item, instead of just 1 every time? That speeds things up while remaining true to the new system.
The case of Nautilus Shells is more of a case of shoehorning them into Drowned, and a better way to fix that would be to add an actual Nautilus mob that would be rare (And/or oversized and a miniboss) and would always drop it.
As for both Tridents and Wither Skeleton Skulls, the main issue with the suggestion is that each adds two items that are solely used to craft the Trident.
Wither Skeleton Skulls could be made to require an unique death to be inflicted on Wither Skeletons to drop, similarly to how skulls in general drop from mobs killed by charged Creepers (In the case of WSS, having them get blown up by Ghasts could be a way to obtain the skull. Another possibility would be to somehow make them have an AoE Wither-inflicting attack, and have them wither to death in order for the skulls to drop).
As for Tridents, a better way to deal with that would be to add alternate ways to obtain them, such as crafting them from Prismarine (Particularly, Prismarine Crystals are obtainable outside of Ocean Monuments, but is quite rare, and could even be made an uncommon Drowned drop if needed) or found in Buried Treasure.
All in all, while I think the suggestion has a very valid point, I don't agree with the execution itself, mostly because, while the tedious grinding would be less luck-based, it'd still rely on sheer patience more than anything else, on top of adding two new single-use items per each fixed item.
I agree the Drowned got shoe-horned new items, but Mojang does not seem interested in changing this system, and for this suggestion, I wanted to think simple and propose a system that would work for all "rare loot drops". I agree the Nautilus Mob is the best choice.
Wither Skeletons needing a Ghast could become very difficult, and remove any point in fighting them when there is no Ghast nearby. I fear it would also be manipulated by mob farms, especially if this is the only way to get a head.
I think these items should be obtained not through luck and grinding or straight grinding(like you suggest) but through skill.
Wither Skeletons: They should only drop skulls when killed with a hoe.
Nautilus Shells: See AMPPL50's suggestion.
Tridents: These should be craftable. (Now Drowned have no uses. They need to be removed IMHO.)
Needing a hoe to kill the Wither Skeleton is a bit strange in my opinion. And everyone would just be using swords until the last heart when they swap to hoe.
Crafting a trident is a fun idea (kill three elder guardians, build a trident) but Mojang seems set in their current system of having the trident used by Drowned. I agree that prismarine is the best option, this was just a system to keep the game at the exact same difficulty... only more enjoyable.
I like these ideas. Clearly Mojang is out of their minds when it comes to implementing features so the idea that obtaining Wither Skeleton Head is less annoying is great. However, this could potentially make obtaining it too easy so perhaps add a layer of requirement to obtain the shard.
Concerning how far the "loot box" argument goes: I believe it only applies to rare drops on mobs. Because you are correct... there is that AHA moment you get from diamonds. I don't want to take that away. But with Wither Skeletons, the AHA moment comes from finding the Wither Skeleton. Once you have it, you are expecting to get a skull. There is no other reason for you to be fighting the Wither Skeleton. The same applies to Drowned. And often times the player gets frustrated and decides to just make a farm (which you can't do with diamonds or treasure chests). I don't think we need shards of the Hearts of the Sea. They are easier to get than the shells.
Shells can be obtained through fishing, but I figured since they can always be found with the Drowned it makes the most sense to go both routes.
Concerning looting: I'm thinking what if having looting increases the chance of you getting 2-3 shards of the item, instead of just 1 every time? That speeds things up while remaining true to the new system.
I agree the Drowned got shoe-horned new items, but Mojang does not seem interested in changing this system, and for this suggestion, I wanted to think simple and propose a system that would work for all "rare loot drops". I agree the Nautilus Mob is the best choice.
Wither Skeletons needing a Ghast could become very difficult, and remove any point in fighting them when there is no Ghast nearby. I fear it would also be manipulated by mob farms, especially if this is the only way to get a head.
Needing a hoe to kill the Wither Skeleton is a bit strange in my opinion. And everyone would just be using swords until the last heart when they swap to hoe.
Crafting a trident is a fun idea (kill three elder guardians, build a trident) but Mojang seems set in their current system of having the trident used by Drowned. I agree that prismarine is the best option, this was just a system to keep the game at the exact same difficulty... only more enjoyable.
Mob farms will always take advantage of anything. If anything, changing how Wither Skeleton Skulls drop would break them as Wither Skeleton Skull sources. As for not having a reason to not fight them in the open, there's a very good one: They don't always spawn where they can be safely taken to the open. Of course, that would just be the simplest way to add a way to get them to drop their skulls, and most likely not an ideal one in terms of being a strange way to kill them.
As for the Trident, the main issue is the usage of not one, but two items that are exclusively used to craft them. A good alternative would be to make all Drowned have a chance to drop Prismarine Crystals, which would also be used to craft Tridents, particularly as Prismarine Crystals are the only Prismarine-related item that isn't exclusively found in Ocean Monuments (Apart from Prismarine blocks, that is).
I haven't quite caught up with shells and tridents yet, so I'll mainly comment on the skull.
While the idea of a guaranteed drop sounds nice on paper, this also adds in two items per final craft, and I usually don't like the idea of crafting materials with only one use. I'd rather go with one material, which isn't a 100% drop.. say, the Wither Skeleton might have a 1/5 chance to drop a Wither Bone, and 5 Wither Bones can craft a Wither Skull. That doesn't quite translate to the original 1/40 drop, but I always thought it was unusually low, especially when needing three, per attempt at the Wither. Then the Wither Bone could have some other uses, like making dark gray dye perhaps, maybe able to tame a new hell hound mob in the Nether, Wither Bone Block, maybe some kind of reverse bone meal that converts patches of grass into plain dirt, maybe as a potion ingredient too, etc..
With a 1/40 drop, on average you SHOULD have the drop by the 40th kill, but I think you'll usually have it before then, though it can take more as well. Requiring 40 kills per skull can potentially add to the grind, as with chance-based drops, it's possible the first kill could be a successful drop. You could get 3 skulls dropped after 25 kills, but with this system you'd HAVE to kill 120. If it's a guaranteed drop, I'd like to see the requirement lowered. Truthfully I've never summoned the Wither legitimately, but killing 120 rare mobs per boss attempt just doesn't sound fun to me, honestly.. and the reward of a beacon doesn't feel worth all that effort.
I'm not a fan of these ideas for the same reasons that BlueCoin said. This adds a few items that are totally useless other than to make a single item, and doesn't actually reduce the grind at all. It just wastes more of my inventory space for a while.
However, what about changing percentage-based rare drops to be based on the number of that mob you have killed? Take for example, the Wither Skull which has a 1/40 drop rate. The game could keep a counter that updates counting the number of Wither Skeletons killed since the last time you got a Wither Skull and adjust drop chance accordingly. The first Wither Skeleton you kill has a 1/40 chance of dropping it, the next has a 2/40 chance, then 3/40 chance, etc. That way you are actually guaranteed to get one by your 40th kill, but you probably got it a decent while earlier. Once you get a new skull, the counter resets.
Of course that is just an example and doesn't really translate well to actual gameplay as by the time you kill 10 Wither Skeletons you have a 1/4 chance or better of getting the Skull which drastically cuts down the number you'd actually need to kill. But it could go in larger percentage points over a larger number of mobs killed. Like it could be a 1/40 chance for the first 5 mobs you kill, then for the next 5 mobs you kill it increases to 2/40, then for the next 5 it increases to 4/40, etc. The actual numbers and scale would need to be figured out but the concept would work.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
If you answered NO to either of these questions, you may qualify for a free one-update trial of Superior Grinding. This special treatment is simple. Instead of repeatedly killing Wither Skeletons hoping to get that 1 in 50 chance of a Wither Skeleton Skull... actually, make your work mean something.
Loot Boxes are Minecraft's attempt to make the player work and kill an extended number of mobs. But it is ineffective because someone might get super lucky and land a skull on their first try. While you kill 100+ and have made no progress towards your Wither. The Drowned are even worse. The system effectively forces you into the mob farm technique.
My suggestion: Every time you kill a Drowned, you get a Nautilus Shard.
That's all that I can think of now. Smaller scale loot boxes (like bows from skeletons) are fine. But when there are super rare items that just never seem to drop... we need a better system in place. Now back to our lovely infomercial:
Not bad (and :cheers; on the humorous presentation).
I recently kept track whilst acquiring another beacon and got zero skulls from withers #1-114, then skulls from #115, #117, & #118…
On a similarly humorous note, one could wonder just how far this idea could be taken: diamonds, etc generate at a defined frequency, so one could also recieved a bit of diamond dist for every block of smoothstome mined (possibly with more or less for the various -ites) which could then be crafted into chips and diamonds.
The downside of this would be removing the AH-HA! moments of discovery along with all the meh, blah of general mining.
Continuing further, one might receive various guaranteed 'shards' or functional equivalent of other items (eg Heart of the Sea, the various horse armors) whenever opening an approprite loot chest; the exploration for which can be seen as another form of grinding…
Something that is not addressed is how Looting would be handled. [In my experience, it is rare to see someone grind for skulls without using Looting3 (which raises the drop chance to c 1 in 18 for skulls and c 1 in 9 for nautilus shells/ tridents).]
It is also unclear why you are treating shells (which can also be obtained via fishing) differently than tridents…(shells are present with only 3% of drowned vs 6.25% for tridents). (Nautilus shell is not among the listed exceptions to the equipment drop rules found @ https://minecraft.gamepedia.com/Drops#Equipped_items )
[Oddly – for the looting effect – the wiki for drowned states "11% chance each, 13% chance with Looting I, 15% chance with Looting II and 17% chance with Looting III" for tridents and implies a 100% drop rate for shells whereas Looting gives the numbers as "9.5% at level I, 10.5% at level II, and 11.5% at level III" & drops: equipment concurs "up to 11.5% with Looting III"]
The case of Nautilus Shells is more of a case of shoehorning them into Drowned, and a better way to fix that would be to add an actual Nautilus mob that would be rare (And/or oversized and a miniboss) and would always drop it.
As for both Tridents and Wither Skeleton Skulls, the main issue with the suggestion is that each adds two items that are solely used to craft the Trident.
Wither Skeleton Skulls could be made to require an unique death to be inflicted on Wither Skeletons to drop, similarly to how skulls in general drop from mobs killed by charged Creepers (In the case of WSS, having them get blown up by Ghasts could be a way to obtain the skull. Another possibility would be to somehow make them have an AoE Wither-inflicting attack, and have them wither to death in order for the skulls to drop).
As for Tridents, a better way to deal with that would be to add alternate ways to obtain them, such as crafting them from Prismarine (Particularly, Prismarine Crystals are obtainable outside of Ocean Monuments, but is quite rare, and could even be made an uncommon Drowned drop if needed) or found in Buried Treasure.
All in all, while I think the suggestion has a very valid point, I don't agree with the execution itself, mostly because, while the tedious grinding would be less luck-based, it'd still rely on sheer patience more than anything else, on top of adding two new single-use items per each fixed item.
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
https://discord.gg/puB98hd
https://discord.gg/4dkbfrf
I think these items should be obtained not through luck and grinding or straight grinding(like you suggest) but through skill.
Wither Skeletons: They should only drop skulls when killed with a hoe.
Nautilus Shells: See AMPPL50's suggestion.
Tridents: These should be craftable. (Now Drowned have no uses. They need to be removed IMHO.)
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.
Concerning how far the "loot box" argument goes: I believe it only applies to rare drops on mobs. Because you are correct... there is that AHA moment you get from diamonds. I don't want to take that away. But with Wither Skeletons, the AHA moment comes from finding the Wither Skeleton. Once you have it, you are expecting to get a skull. There is no other reason for you to be fighting the Wither Skeleton. The same applies to Drowned. And often times the player gets frustrated and decides to just make a farm (which you can't do with diamonds or treasure chests). I don't think we need shards of the Hearts of the Sea. They are easier to get than the shells.
Shells can be obtained through fishing, but I figured since they can always be found with the Drowned it makes the most sense to go both routes.
Concerning looting: I'm thinking what if having looting increases the chance of you getting 2-3 shards of the item, instead of just 1 every time? That speeds things up while remaining true to the new system.
I agree the Drowned got shoe-horned new items, but Mojang does not seem interested in changing this system, and for this suggestion, I wanted to think simple and propose a system that would work for all "rare loot drops". I agree the Nautilus Mob is the best choice.
Wither Skeletons needing a Ghast could become very difficult, and remove any point in fighting them when there is no Ghast nearby. I fear it would also be manipulated by mob farms, especially if this is the only way to get a head.
Needing a hoe to kill the Wither Skeleton is a bit strange in my opinion. And everyone would just be using swords until the last heart when they swap to hoe.
Crafting a trident is a fun idea (kill three elder guardians, build a trident) but Mojang seems set in their current system of having the trident used by Drowned. I agree that prismarine is the best option, this was just a system to keep the game at the exact same difficulty... only more enjoyable.
I like these ideas. Clearly Mojang is out of their minds when it comes to implementing features so the idea that obtaining Wither Skeleton Head is less annoying is great. However, this could potentially make obtaining it too easy so perhaps add a layer of requirement to obtain the shard.
Mob farms will always take advantage of anything. If anything, changing how Wither Skeleton Skulls drop would break them as Wither Skeleton Skull sources. As for not having a reason to not fight them in the open, there's a very good one: They don't always spawn where they can be safely taken to the open. Of course, that would just be the simplest way to add a way to get them to drop their skulls, and most likely not an ideal one in terms of being a strange way to kill them.
As for the Trident, the main issue is the usage of not one, but two items that are exclusively used to craft them. A good alternative would be to make all Drowned have a chance to drop Prismarine Crystals, which would also be used to craft Tridents, particularly as Prismarine Crystals are the only Prismarine-related item that isn't exclusively found in Ocean Monuments (Apart from Prismarine blocks, that is).
Suggestions:
New Death Animations. "Mr Amppl50, I don't feel so good" -fishg
Lead Ore
Wind revamp and hot air balloons.
https://discord.gg/puB98hd
https://discord.gg/4dkbfrf
I haven't quite caught up with shells and tridents yet, so I'll mainly comment on the skull.
While the idea of a guaranteed drop sounds nice on paper, this also adds in two items per final craft, and I usually don't like the idea of crafting materials with only one use. I'd rather go with one material, which isn't a 100% drop.. say, the Wither Skeleton might have a 1/5 chance to drop a Wither Bone, and 5 Wither Bones can craft a Wither Skull. That doesn't quite translate to the original 1/40 drop, but I always thought it was unusually low, especially when needing three, per attempt at the Wither. Then the Wither Bone could have some other uses, like making dark gray dye perhaps, maybe able to tame a new hell hound mob in the Nether, Wither Bone Block, maybe some kind of reverse bone meal that converts patches of grass into plain dirt, maybe as a potion ingredient too, etc..
With a 1/40 drop, on average you SHOULD have the drop by the 40th kill, but I think you'll usually have it before then, though it can take more as well. Requiring 40 kills per skull can potentially add to the grind, as with chance-based drops, it's possible the first kill could be a successful drop. You could get 3 skulls dropped after 25 kills, but with this system you'd HAVE to kill 120. If it's a guaranteed drop, I'd like to see the requirement lowered. Truthfully I've never summoned the Wither legitimately, but killing 120 rare mobs per boss attempt just doesn't sound fun to me, honestly.. and the reward of a beacon doesn't feel worth all that effort.
Argha Blargha
I'm not a fan of these ideas for the same reasons that BlueCoin said. This adds a few items that are totally useless other than to make a single item, and doesn't actually reduce the grind at all. It just wastes more of my inventory space for a while.
However, what about changing percentage-based rare drops to be based on the number of that mob you have killed? Take for example, the Wither Skull which has a 1/40 drop rate. The game could keep a counter that updates counting the number of Wither Skeletons killed since the last time you got a Wither Skull and adjust drop chance accordingly. The first Wither Skeleton you kill has a 1/40 chance of dropping it, the next has a 2/40 chance, then 3/40 chance, etc. That way you are actually guaranteed to get one by your 40th kill, but you probably got it a decent while earlier. Once you get a new skull, the counter resets.
Of course that is just an example and doesn't really translate well to actual gameplay as by the time you kill 10 Wither Skeletons you have a 1/4 chance or better of getting the Skull which drastically cuts down the number you'd actually need to kill. But it could go in larger percentage points over a larger number of mobs killed. Like it could be a 1/40 chance for the first 5 mobs you kill, then for the next 5 mobs you kill it increases to 2/40, then for the next 5 it increases to 4/40, etc. The actual numbers and scale would need to be figured out but the concept would work.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum