Hey. I'm gonna cut to the chase here; I think that some new enchantments should be implemented.
Firstly, the Unbreaking enchantment should be available on weapons and armour too, not just tools. This WOULD work, you can use something like Single Player Commands to give yourself a sword with Unbreaking, and it lasts significantly longer than a normal sword would.
This was remedied by the anvil update.
Secondly, a new bow enchantment should be added. I haven't thought of a name, but it would slow mobs down when hit by arrows. Mostly this would allow bows to have a better standing against melee warriors in PVP, but it would also be useful on single player and peaceful servers. Also, this enchantment would allow the player to shoot Endermen.
Each time you shoot a mob with a bow that has this enchantment, the game would do an effect check. The check will use an algorithm that I will make tomorrow (too tired for maths tonight) to determine whether or not the "slowness" effect would activate. The algorithm would be affected by bow drawback, target's armour, and distance between the shooter and the target. Closer targets would be more likely to be slowed. Exactly how much you impede an opponent and for how long would depend on the level of enchantment. This would be a high level enchantment.
Here's the algorithm I thought up.
N + 10XY - 2Z
N = a randomly generated number between 1 and 5
X = The drawback on the bow
Y =The enchantment level (1, 2, or 3
Z = The distance (in meters) between the shooter and the target.
So, the farther away you are, the shorter the duration of the effect is. Let's say you shoot someone at max drawback (which is 5 I believe) with a Binding 2 bow from 20 blocks away. The RNG hits a 4. 4 + (5x2) x 10 = 140. 140 - (20x2) = 100. So, the slowness effect would be applied for 100 game ticks, or about 5 seconds. Not very overpowered in my opinion.
Thirdly, a new sword enchantment should be added, Deflect, which would give the sword a chance to automatically parry a blow regardless of whether or not the user is actually parrying.
This might also include a chance to reflect some of the damage back onto the attacker, but that might be overpowered.
Fourthly, a chest armour enchantment should be added, Salvation, that heals the player over time when s/he is wearing the chestplate.
While wearing a chestplate with this enchantment, you would gain health at the same speed as you would with full hunger. However, it also stacks with hunger healing, essentially doubling your healing speed. This would be a high level enchantment, only available above level 35
Fifthly, another chest armour enchantment, Stamina, that would drastically slow the loss of Hunger Points.
This enchantment would come in 2 levels. With a level I enchantment, your food saturation will last twice as long, and loss of hunger points would be halved. Level 2 would allow saturation to last four times as long, and loss of hunger points would be quartered.
And lastly, the Speed Demon enchantment for boots, that would boost your running speed.
There really isn't much to say here. It makes you go faster, but it does NOT let you jump higher. It also stacks with Speed Potions.
I like all of them exept maybe the slow aspect. It seems a bit Op, depending on how slow the person affected would become, and how long the effects last. Also, is it a 100% chance thing, or is it like 50-50. Does having a fully charged bow make a difference? Oh, sorry went on a rant. But still, I think you should refine some of these idea's
I like all of them exept maybe the slow aspect. It seems a bit Op, depending on how slow the person affected would become, and how long the effects last. Also, is it a 100% chance thing, or is it like 50-50. Does having a fully charged bow make a difference? Oh, sorry went on a rant. But still, I think you should refine some of these idea's
Yeah... You're right...
I changed the idea around a little. I'm gonna make an algorithm tomorrow that should balance the slowness effects out.
I'm thinking about a new bow enchantment that would have a chance to stun the target for a few seconds, but I'm worried that would be overpowered.
Seriously, I want to revive this thread, and since I'll get infracted if I repost, I don't have any other choice other than to necrobump. Sorry. Also, I have a nice, neat, formatted version that I'm going to edit in tomorrow. And lastly, I crossed out the bit about Unbreaking because it's now irrelevant. It's still there for history's sake.
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Firstly, the Unbreaking enchantment should be available on weapons and armour too, not just tools. This WOULD work, you can use something like Single Player Commands to give yourself a sword with Unbreaking, and it lasts significantly longer than a normal sword would.This was remedied by the anvil update.
Secondly, a new bow enchantment should be added. I haven't thought of a name, but it would slow mobs down when hit by arrows. Mostly this would allow bows to have a better standing against melee warriors in PVP, but it would also be useful on single player and peaceful servers. Also, this enchantment would allow the player to shoot Endermen.
Each time you shoot a mob with a bow that has this enchantment, the game would do an effect check. The check will use an algorithm that I will make tomorrow (too tired for maths tonight) to determine whether or not the "slowness" effect would activate. The algorithm would be affected by bow drawback, target's armour, and distance between the shooter and the target. Closer targets would be more likely to be slowed. Exactly how much you impede an opponent and for how long would depend on the level of enchantment. This would be a high level enchantment.
Here's the algorithm I thought up.
N + 10XY - 2Z
N = a randomly generated number between 1 and 5
X = The drawback on the bow
Y =The enchantment level (1, 2, or 3
Z = The distance (in meters) between the shooter and the target.
So, the farther away you are, the shorter the duration of the effect is. Let's say you shoot someone at max drawback (which is 5 I believe) with a Binding 2 bow from 20 blocks away. The RNG hits a 4. 4 + (5x2) x 10 = 140. 140 - (20x2) = 100. So, the slowness effect would be applied for 100 game ticks, or about 5 seconds. Not very overpowered in my opinion.
Thirdly, a new sword enchantment should be added, Deflect, which would give the sword a chance to automatically parry a blow regardless of whether or not the user is actually parrying.
This might also include a chance to reflect some of the damage back onto the attacker, but that might be overpowered.
Fourthly, a chest armour enchantment should be added, Salvation, that heals the player over time when s/he is wearing the chestplate.
While wearing a chestplate with this enchantment, you would gain health at the same speed as you would with full hunger. However, it also stacks with hunger healing, essentially doubling your healing speed. This would be a high level enchantment, only available above level 35
Fifthly, another chest armour enchantment, Stamina, that would drastically slow the loss of Hunger Points.
This enchantment would come in 2 levels. With a level I enchantment, your food saturation will last twice as long, and loss of hunger points would be halved. Level 2 would allow saturation to last four times as long, and loss of hunger points would be quartered.
And lastly, the Speed Demon enchantment for boots, that would boost your running speed.
There really isn't much to say here. It makes you go faster, but it does NOT let you jump higher. It also stacks with Speed Potions.
What do you think?
Yeah... You're right...
I changed the idea around a little. I'm gonna make an algorithm tomorrow that should balance the slowness effects out.
I'm thinking about a new bow enchantment that would have a chance to stun the target for a few seconds, but I'm worried that would be overpowered.
Seriously, I want to revive this thread, and since I'll get infracted if I repost, I don't have any other choice other than to necrobump. Sorry. Also, I have a nice, neat, formatted version that I'm going to edit in tomorrow. And lastly, I crossed out the bit about Unbreaking because it's now irrelevant. It's still there for history's sake.