There would be a new slot when enchanting. Items would be placed here and would benefit a certain enchantments chances or anything similar.
For specific enchantments the weight of the enchantment would be increased. This doesn't guarantee enchantments. In [x] is what the weight increase could be to give you an idea. So you would still need to be at the right level but you would have a better chance to get what your looking for. This could also add special enchantments that would have a weight of 0 unless paried with the specific item. Some items could make sure you won't get some enchantments too.
Examples of items
Feather = feather falling [5]
Blaze Powder = knockback [3] and punch [3]
Fire Charge = fire protection [5], flame [3], and fire aspect [3]
Coal = fire protection [3], flame [1], and fire aspect [1]
Flint = power [5] and sharpness [5]
Clay = unbreaking [3] and protection [5]
Gunpowder = blast protection [5]
Bone = smite [5]
Spider Eye = bane of arthropods [5]
Gold Nugget = looting [3]
Gold Ingot = looting [5]
Sugar = silk touch [3]
Glowstone = infinity [3]
Redstone = efficiency [3] and aqua affinity [5]
Ink Sac = respiration [5]
Snowball = projectile protection [3]
Arrow = projectile protectoin [5]
Flower = can't get smite or bane of arthropods
Slimeball = can't get knockback and punch
Sugar Cane = can't get fire protection, flame and fire aspect
Book = item enchantibilty increased [5]
Example Graphs
Blue = % of getting silk touch
Red = % of getting silk touch with sugar
Blue = % of getting sharpness
Red = % of getting sharpness with flint
Enchantment Selection Reset
Instead of having to take the tool out of the slot and place it back in you should be able to click on the book and be given a new selection. Pretty simple.
Enchanting Books
I have read on other threads about making enchanting books. This could go perfect with my idea here. When placed in the enchanting assist slot, any selection chosen would give the enchantment to the tool the book said. No xp would be used up. Each book could only be used once and would have random enchantments at any level. Found in all chests. Maybe dungeon chests have 1/10, strongholds have 1/10, mineshafts have 1/50, ncp villiages 1/50 to find one. Looks like:
Shows the enchantments like this:
This could also be used for villager trading. Instead of having the two slots so priests can enchant things go back to one and have them sell these.
Storing Xp
Either a way to make enchanting bottles or a gem that can be used to store Xp. Could be useful for trading, saving Xp for later and anything else you can think of. This may be disliked by some players because it won't make higher enchantments so difficult to get but really wouldn't have anything to complain about other wise.
Bottle o' Enchanting
Bottle o' Enchanting being made. Bottle enchanted at any level will give one.
New Gem and Ore in Nether
I find the nether kinda emtpy when it comes to mining so it could use an ore.
The ore unmined. Appears at all levels. Drops 1 mystic crystal per ore.
Mystic Crystal. Stacks to 16. Right click to store 225 xp = level 10.
Enchanted Crystal. Right click to release the xp.
Levels
Linear vs Exponential
- Noob friendly
- Easy to think about costs
- Choosing lower levels than your own doesn't waste
- High enchantments are worth less
- Hardcore
- High levels feel longer
- Low enchantments are worth less
- High enchantments are worth much more
How much should each level cost?
It's more a question of enchanting being cheap or expensive. People will say different costs on what they think. If I were to pick how the levels would go up I would have to say start at 19 per level and go up 2 each level. Why?
First you don't want the low levels being too cheap. People can't just kill 3 zombies and enchant everything at level 1. The current update has a good amount right now as its not a lot but it's not nothing. A linear leveling up would be easiest for most players to understand and it's not quite as frustrating watching your meter go up less and less. However it does take away some value and excitement from high levels so there should be a small amount it should go up each time. It's a bit cheap right now at 825 too.
Removing Enchantments
You should be able to enchant already enchanted items but they replace the old enchantments. If you got the wrong enchantment and you don't have a lot of the material that you used you don't need to waste anymore.
If that's to easy than have a way to get rid of enchantments so we can enchant later.
General Enchantment Changes
Nothing should have more than 4 enchantments on at a time.
Removed Enchantments
The other sword damage enchantments are very weak in comparison to sharpness which everyone wants anyways. Similar to how the power works for the bow. Save us our experience! Protection does everything that the other protections do so unless there is a change in how it works they should be removed. Aqua Affinity doesn't really make sense on helmet and should be moved to tools.
Bane of Arthropods from swords.
Smite from swords.
Fire Protection from armor.
Projectile Protection from armor.
Blast Protection from armor.
Aqua Affinity from helmets.
Tool/Material Specific Enchantments
The tools shouldn't be given all the same enchantments. Silk touch and fortune on axes and shovels doesn't really have a purpose compared to a pick with those. They should be given there own rare and helpful encahntments that would worth a level 30 enchantment.
I also think it would be interesting to add material specific enchantments. In most rpg games archers use light armor but in minecraft everyone uses diamond.
Possible Enchantment Ideas
- Smelting - Drops the cooked equivalent of the item - I - weight of 1 (Using on sand drops glass, clay drops bricks, etc; doesn't stack with silk touch)
- Efficiency (same)
- Unbreaking (same)
- Silk Touch (same)
- Fortune (same)
- Aqua Affinity (same)
- Sharpness (same)
- Knockback (same)
- Looting (same)
- Fire Aspect (same)
- Blunt - Blocking protects more - II - weight of 5
- Agility - Swing sword faster - IV - weight of 10
- Shatter Proof - Chance of durability not dropping - III - weight of 5
- Length - Farther hit distance - II - weight of 2 (not sure about this)
- Knowledge - Mobs drop more Xp - I - weight of 2
- Power (same)
- Punch (same)
- Flame (same)
- Infinity (same)
- Accuracy - Arrows drop less - IV - weight of 10
- Pierce - Ignores 25% of armor effectiveness - I - weight of 2
- Protection (see Armor Changes)
- Sturdy - less knockback effects - III - weight of 5
- Feather Falling (same)
- Respiration (same)
- Hidden - Harder for mobs to find and less visible name tag - I - weight of 1
Keeping Potion Effects Seperate
Even though slowness on a bow or weakness on a sword seem like a good idea potions effects shouldn't become enchantments. Though potions would be fine to do enchantment effects such as efficiency and sharpness like they do already. This seems really interchangeable but it is far from that.
Having Higher Levels for Enchantments
What I mean here is that 30 levels are broken up by only 4 levels max. 1.2 had sharpness V which you would rarely get. Removing it takes away from the randomness and excitement of enchanting things.
Say your at level 30 and enchanting your diamond sword with your last precious diamonds. Your either going to be disappointed and get something like smite IV or get sharpness IV along with you hoping to get some decent enchantments along with it.
Now say those 30 levels are broken up by 8. At level 30 you could end up with sharpness VI and maybe VII or VIII if your lucky. There would be more variety in what you would get. In 1.3 it is easier to reach max level so having the best enchantments easier to get is too much. Notch wanted enchantments to be random and this will certainly help.
Example of Sharpness with Graph
I made this graph so you can see how this works. The top is the current system; bottom is mine. Each bar down is the next sharpness level. The bars show which level you can get the enchantment and not the chances keep in mind.
Sharpness I = 1.5 hearts
Sharpness IV = 6 hearts
New Sharpness I = 1 heart
New Sharpness VI = 6 hearts
New Sharpness VIII = 8 hearts
Damages
Green -
Yellow -
Orange -
Red -
Pink -
Magenta -
Purple -
Blue -
Green -
Dark Green -
More Swords and Bows
I removed most of this section but I am keeping Lapis Sword and the Long Bow simply because those were what I first had thought of and won't make things too different.
Another bow that only has different enchantments will allow a balanced weapon to be added with a different use. The current bow's enchantments are based on strength. Why isn't there any enchantments for accuracy? Instead of just adding those enchantments to the bow a new bow could be added and be based on accuracy. That way you would two bows that are only different after enchanting them so it's still balanced.
Similar the lapis and gold sword would have more enchantments than the rest of them.
Swords per Chunck
3.43 x 4 / 9 / 2 = 0.762
3.43 x 6 / 9 / 2 = 1.14
3.43 x 8 / 9 / 2 = 1.52
3.097 / 2 = 1.55
7.5 / 2 = 3.75
84 / 2 = 42
Like tons...
Also a ton..
Lapis Sword
Damage -
Durability - ~1000
Enchantability - 15
Long Bow
Damage -
Durability - 385
Enchantability - 10
Enchantments
- Accuracy - Arrows drop less - IV - weight of 10
- ?
- Pierce - Ignores 25% of armor effectiveness - I - weight of 2
- ?
Short Bow
Damage -
Durability - 385
Enchantability - 10
Enchantments
- Power - Arrows deal more damage - IV - weight of 10
- Punch - Mobs hit are launched backwards - II - weight of 2
- Flame - Mobs are lit on fire - I - weight of 2
- Infinity - Bow uses no arrows - I - weight of 1 (must have 1 arrow)
Armor Changes
Unknown to most players, including myself, there is a cap on how much protection enchanted armor can provide. Each armor piece with a enchantment gives a value and the total is capped at 25. Look at the chart for how much each level gives. Protection IV isn't the cap. For every hit the value is multiplied by something inbetween 0.5 and 1. This gets capped at 20. You get 4% for every number so the best reduction is 80% after calculating armor protection. Therefore diamond with max enchantments give 96% damage reduction. Also protection does everything that fire, blast and projectile protection do anyways so they are limited in comparison.
Prot I = 3---Full set = 6.4 - 12%
Prot II = 5---Full set = 8 - 16%
Prot III = 7---Full set = 10.4 - 16%
Prot IV = 11---Full set = 10.4 - 16%
Feather Falling = 2x
Changes
Solution 1
Just remove everything but protection.
Solution 2
I'm thinking armor enchantments shouldn't be so limited. Instead there shouldn't be the first cap. The value will be multiplied by something inbetween 0.5 and 1 just like before. This would get capped at 30. For every value you would get 2% so maxes at 60 instead of 80 like before. These seem to make more sense to me.
Prot I = 3---Full set = 2.4 - 4.8%
Prot II = 6---Full set = 4.8 - 9.6%
Prot III = 9---Full set = 7.2 - 12%
Prot IV = 12---Full set = 9.6 - 12%
Protection should stack with the other enchantments so you can have Prot IV and Fire Prot IV on a single item. This would fill in the rest of the 8% Protection misses. The only difference would be to have every value give 1.3% instead of 2% like for protection. Feather Falling should be the only thing to give fall damage protection too.
Example:
If you had a full set of diamond with protection IV and projectile IV, from a arrow you could block: 80% from diamond + 9.6 to 12% from protection + 6.2 to 7.8% from projectile = 95.8 to 99.8%
Solution 3
Replace Protection with Melee Protection. Remove Blast Protection but add the effects to Fire Protection. Melee would protect from , Fire Protection from , Projectile Protection from .
Feather Falling
Feather Falling should be the only enchantment that protects against fall damage. It makes no sense why protection can protect fall damage.
Fire Shown as a Potion Effect
Fire should become a potion effect so there can be higher kinds of burning. Like all potions it would go up to IV. Regular burning like there is now would be I. This would help enchanting because you could have a stronger fire enchantments instead of limiting fire aspect to time increases and it would help everything else by having more variety for items, mobs or lava. Simply could look like:
Regular burning would be I, a second.
Fire contact would be II, a second.
Tier III would be a second.
Lava contact would be IV, a second.
Item Enchantablility
If you didn't know some materials give better enchantments than others. Basically the enchantablilty is randomly chosen and added to your current level than is multiplied by something inbewteen .75 and 1.25. Usually numbers half of the enchantablilty and a multiplier of 1 are chosen.
I really like this system but it could be changed a just bit still. Gold doesn't need to stay as useless as it is. Iron armor is easily made and has good protection and it doesn't seem like something enchantable, similar to stone.
Almost perfect right now but I can think of a few things worth changing. It seems they are going away from mobs only drop Xp so it should be expanded to everything.
Endermen drop 10Xp
Ghasts drop 10Xp.
A player drops their level2 of Xp
Drops 1-2Xp
Drops 3-15Xp
Drops 3-15Xp
Drops 1Xp
Drops 1Xp
[pumkin/melon vine] Drops 1Xp
0-2Xp each caught fish
0-1Xp per shearing
Other Items being Enchanted
Theres other tools that could be enchanted too. The hoe, flint and steel, shears and fishing rod could have some sort of duriblity increase at the least.
:Flint and Steel: - Unbreaking - Chance of duribilty not dropping - III - weight of 10
- Unbreaking - Chance of duribilty not dropping - III - weight of 10
- Scavenge - Chance of getting seeds on tilling land - III - weight of 5
- Harvest - Crop drops increased - I - weight of 2
- Baiting - Chance of catching fish increased - IV - weight of 10 (reduced 1/40 per level from the regular 1/300 chance outdoors)
- Hooking - Chance of catching mulitple fish at a time - III - weight of 5 (1 per level)
- Broil - Receive cooked fish instead of raw - I - weight of 1
- Unbreaking - Chance of duribilty not dropping - III - weight of 5
- Steady Cut - Chance to recieve more wool per shear - IV - weight of 10 (1 per level)
- Trimming - Each use gives 1 wool and sheep don't lost their coat - I - weight of 1
- Efficiency - Break blocks faster - IV - weight of 10
- Mob Vision - Mobs are highlighted through walls - I - weight of 5 (distance of 16 blocks)
- Weakness Perception - Mobs with 2 or less hearts are indicated breifly - I - weight of 5 (say a heart appears over them for a second)
- Clear Sight - Wearing pumpkin doesn't show pumpkin face on screen - I - weight of 5
- Eagle Eye - Depth doesn't drop render distance - I - weight of 5
- Protection - Blocks damage done to pig - IV - weight of 10 (same as armor enchantment)
- Weightless - Pig moves faster - III - weight of 2
Notes
Minecarts could be enchanted but I can't think of anything decent.
Hopefully the pig will become controllable with a plain saddle anyways. 1.4 anyone?
Hoes should be used on crops. Not axes.
You better +1 me!
Older Removed Stuff
The Bookshelves
The current system usually gives long waits searching for the level you want to find. New system woud be Max level stays the same with an increase of 1.5 and Min level increase by 1 per bookshelf. Giving more accurate levels to what your looking for.
Better
Bookshelves 30 = Min 31 = Max 50
Bookshelves 20 = Min 21 = Max 35
Bookshelves 10 = Min 11 = Max 20
Currently (Good luck finding your level )
Bookshelves 30 = Min 8 = Max 50
Bookshelves 20 = Min 6 = Max 35
Bookshelves 10 = Min 4 = Max 20
1.3 fixes this.
Reparing Enchanted Items
When repairing an enchanted item each level should be reduced by 1. Example right here:
So the 'new' pick would have O I because it is in the center. The item in the center keeps the enchantment so you can't merge multiple enchantments into one item. Say the center pick had T II and O IV it would have T I and O III left.
Would be too OP.
Sandstone Sword
Damage -
Durability - ~80
Enchantibility - 8
+ wood, stone, iron, diamond
Enchantments
- Sharpness - Deal more damage per hit - IV - weight of 10
- Blunt - Blocking protects more - II - weight of 5
- Knockback - Mobs hit are launched backwards - II - weight of 5
- Looting - Chance of increased mob drops - III - weight of 2
Brick Sword
Damage -
Durability - ~150
Enchantability - 3
Obsidian Sword
Damage -
Durability - ~2000
Enchantibility - 11
Enchantments
- Fire Aspect - Mobs are lit on fire - II - weight of 10 (duration increase)
- Blunt - Blocking protects more - II - weight of 5
- Knockback - Mobs hit are launched backwards - II - weight of 5
- ?
Netherbrick Sword
Damage -
Durability - ~250
Enchantability - 10
Enchantments
- Fire Aspect - Mobs are lit on fire - II - weight of 2 (duration increase)
- Sharpness - Deal more damage per hit - IV - weight of 10
- ?
- ?
Glass Sword
Damage -
Durability - ~30
Enchantability - 28
Emerald Sword
Damage -
Durability - ~150
Enchantability - 19
Enchantments
- Agility - Swing sword faster - IV - weight of 10
- Shatter Proof - Chance of durability not dropping - III - weight of 5
- Length - Farther hit distance - II - weight of 2
- Knowledge - Mobs drop more Xp - I - weight of 2
Massive amounts of dislike.
Destroying a mob spawner drops 1500Xp.
In 1.3!
Enchanted Rare Drops
Occasioinally mobs rare drops are enchanted with a level 5 enchantment. This should be a random level with lower levels having a better chance. This would be the case for every mob's drop.
In 1.4 sorta!
Blue = My idea of Xp drop
Red = Xp needed for level
Orange = Current Xp drop (correct past level 6)
Something that would really make enchantments reliable would be to have a GUI appearing when I place a tool to enchant, with all available enchantments, where I can choose which enchantments I want and their level, and the cost of experience (I said experience, not levels) would depend on the number of enchantments I want and their power. Simple, right ?
I really agree on what you are saying. Though a few of the enchants are too rare to be easily gotten. Sugar is extremely easy to get for silk touch. And fire aspect too. If there was a chance there be a mix up enchant that would make this a lot better making the game not too easy.
The only problem I see here is that people would be able to get OP enchantments too easily. Now don't get me wrong I want less random enchantments to but this seems like it could get overpowered.
Rollback Post to RevisionRollBack
If Facebook, Google Plus, Tumblr, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.
IThe crystals defeat the purpose of XP which is to reward combat definitely dont like those
Bottle of enchant is something we realy need would all ow you to not risk all you XP at once or to enchant a lower level without wasting it all. would also make a decent trading commodity in SMP.
I thought some people wouldn't like them, however, its the same as bottle o enchant except at a higher amount. Could be lowered to 100xp or such.
This is a good idea. Currently I use a the Better Enchanting mod to make enchanting fun for me. I support the OP's ideas getting added into vanilla MineCraft
Horselike - Pig is controlable - I - weight of 1 Hopefully will be added anyways. Multipet - Other Passive Mobs are able to ride - I - weight of 4 You have to right click to get on a saddle so not sure how it would work.
There would be a new slot when enchanting. Items would be placed here and would benefit a certain enchantments chances or anything similar.
For specific enchantments the weight of the enchantment would be increased. This doesn't guarantee enchantments. In [x] is what the weight increase could be to give you an idea. So you would still need to be at the right level but you would have a better chance to get what your looking for. This could also add special enchantments that would have a weight of 0 unless paried with the specific item. Some items could make sure you won't get some enchantments too.
Examples of items
Feather = feather falling [5]
Blaze Powder = knockback [3] and punch [3]
Fire Charge = fire protection [5], flame [3], and fire aspect [3]
Coal = fire protection [3], flame [1], and fire aspect [1]
Flint = power [5] and sharpness [5]
Clay = unbreaking [3] and protection [5]
Gunpowder = blast protection [5]
Bone = smite [5]
Spider Eye = bane of arthropods [5]
Gold Nugget = looting [3]
Gold Ingot = looting [5]
Sugar = silk touch [3]
Glowstone = infinity [3]
Redstone = efficiency [3] and aqua affinity [5]
Ink Sac = respiration [5]
Snowball = projectile protection [3]
Arrow = projectile protectoin [5]
Flower = can't get smite or bane of arthropods
Slimeball = can't get knockback and punch
Sugar Cane = can't get fire protection, flame and fire aspect
Book = item enchantibilty increased [5]
Example Graphs
Blue = % of getting silk touch
Red = % of getting silk touch with sugar
Blue = % of getting sharpness
Red = % of getting sharpness with flint
Enchantment Selection Reset
Instead of having to take the tool out of the slot and place it back in you should be able to click on the book and be given a new selection. Pretty simple.
Enchanting Books
I have read on other threads about making enchanting books. This could go perfect with my idea here. When placed in the enchanting assist slot, any selection chosen would give the enchantment to the tool the book said. No xp would be used up. Each book could only be used once and would have random enchantments at any level. Found in all chests. Maybe dungeon chests have 1/10, strongholds have 1/10, mineshafts have 1/50, ncp villiages 1/50 to find one. Looks like:
Shows the enchantments like this:
This could also be used for villager trading. Instead of having the two slots so priests can enchant things go back to one and have them sell these.
Storing Xp
Either a way to make enchanting bottles or a gem that can be used to store Xp. Could be useful for trading, saving Xp for later and anything else you can think of. This may be disliked by some players because it won't make higher enchantments so difficult to get but really wouldn't have anything to complain about other wise.
Bottle o' Enchanting
Bottle o' Enchanting being made. Bottle enchanted at any level will give one.
New Gem and Ore in Nether
I find the nether kinda emtpy when it comes to mining so it could use an ore.
The ore unmined. Appears at all levels. Drops 1 mystic crystal per ore.
Mystic Crystal. Stacks to 16. Right click to store 225 xp = level 10.
Enchanted Crystal. Right click to release the xp.
Levels
Linear vs Exponential
- Noob friendly
- Easy to think about costs
- Choosing lower levels than your own doesn't waste
- High enchantments are worth less
- Hardcore
- High levels feel longer
- Low enchantments are worth less
- High enchantments are worth much more
How much should each level cost?
It's more a question of enchanting being cheap or expensive. People will say different costs on what they think. If I were to pick how the levels would go up I would have to say start at 19 per level and go up 2 each level. Why?
First you don't want the low levels being too cheap. People can't just kill 3 zombies and enchant everything at level 1. The current update has a good amount right now as its not a lot but it's not nothing. A linear leveling up would be easiest for most players to understand and it's not quite as frustrating watching your meter go up less and less. However it does take away some value and excitement from high levels so there should be a small amount it should go up each time. It's a bit cheap right now at 825 too.
Removing Enchantments
You should be able to enchant already enchanted items but they replace the old enchantments. If you got the wrong enchantment and you don't have a lot of the material that you used you don't need to waste anymore.
If that's to easy than have a way to get rid of enchantments so we can enchant later.
General Enchantment Changes
Nothing should have more than 4 enchantments on at a time.
Removed Enchantments
The other sword damage enchantments are very weak in comparison to sharpness which everyone wants anyways. Similar to how the power works for the bow. Save us our experience! Protection does everything that the other protections do so unless there is a change in how it works they should be removed. Aqua Affinity doesn't really make sense on helmet and should be moved to tools.
Bane of Arthropods from swords.
Smite from swords.
Fire Protection from armor.
Projectile Protection from armor.
Blast Protection from armor.
Aqua Affinity from helmets.
Tool/Material Specific Enchantments
The tools shouldn't be given all the same enchantments. Silk touch and fortune on axes and shovels doesn't really have a purpose compared to a pick with those. They should be given there own rare and helpful encahntments that would worth a level 30 enchantment.
I also think it would be interesting to add material specific enchantments. In most rpg games archers use light armor but in minecraft everyone uses diamond.
Possible Enchantment Ideas
- Smelting - Drops the cooked equivalent of the item - I - weight of 1 (Using on sand drops glass, clay drops bricks, etc; doesn't stack with silk touch)
- Efficiency (same)
- Unbreaking (same)
- Silk Touch (same)
- Fortune (same)
- Aqua Affinity (same)
- Sharpness (same)
- Knockback (same)
- Looting (same)
- Fire Aspect (same)
- Blunt - Blocking protects more - II - weight of 5
- Agility - Swing sword faster - IV - weight of 10
- Shatter Proof - Chance of durability not dropping - III - weight of 5
- Length - Farther hit distance - II - weight of 2 (not sure about this)
- Knowledge - Mobs drop more Xp - I - weight of 2
- Power (same)
- Punch (same)
- Flame (same)
- Infinity (same)
- Accuracy - Arrows drop less - IV - weight of 10
- Pierce - Ignores 25% of armor effectiveness - I - weight of 2
- Protection (see Armor Changes)
- Sturdy - less knockback effects - III - weight of 5
- Feather Falling (same)
- Respiration (same)
- Hidden - Harder for mobs to find and less visible name tag - I - weight of 1
Keeping Potion Effects Seperate
Even though slowness on a bow or weakness on a sword seem like a good idea potions effects shouldn't become enchantments. Though potions would be fine to do enchantment effects such as efficiency and sharpness like they do already. This seems really interchangeable but it is far from that.
Having Higher Levels for Enchantments
What I mean here is that 30 levels are broken up by only 4 levels max. 1.2 had sharpness V which you would rarely get. Removing it takes away from the randomness and excitement of enchanting things.
Say your at level 30 and enchanting your diamond sword with your last precious diamonds. Your either going to be disappointed and get something like smite IV or get sharpness IV along with you hoping to get some decent enchantments along with it.
Now say those 30 levels are broken up by 8. At level 30 you could end up with sharpness VI and maybe VII or VIII if your lucky. There would be more variety in what you would get. In 1.3 it is easier to reach max level so having the best enchantments easier to get is too much. Notch wanted enchantments to be random and this will certainly help.
Example of Sharpness with Graph
I made this graph so you can see how this works. The top is the current system; bottom is mine. Each bar down is the next sharpness level. The bars show which level you can get the enchantment and not the chances keep in mind.
Sharpness I = 1.5 hearts
Sharpness IV = 6 hearts
New Sharpness I = 1 heart
New Sharpness VI = 6 hearts
New Sharpness VIII = 8 hearts
Damages
Green -
Yellow -
Orange -
Red -
Pink -
Magenta -
Purple -
Blue -
Green -
Dark Green -
More Swords and Bows
I removed most of this section but I am keeping Lapis Sword and the Long Bow simply because those were what I first had thought of and won't make things too different.
Another bow that only has different enchantments will allow a balanced weapon to be added with a different use. The current bow's enchantments are based on strength. Why isn't there any enchantments for accuracy? Instead of just adding those enchantments to the bow a new bow could be added and be based on accuracy. That way you would two bows that are only different after enchanting them so it's still balanced.
Similar the lapis and gold sword would have more enchantments than the rest of them.
Swords per Chunck
3.43 x 4 / 9 / 2 = 0.762
3.43 x 6 / 9 / 2 = 1.14
3.43 x 8 / 9 / 2 = 1.52
3.097 / 2 = 1.55
7.5 / 2 = 3.75
84 / 2 = 42
Like tons...
Also a ton..
Lapis Sword
Damage -
Durability - ~1000
Enchantability - 15
Long Bow
Damage -
Durability - 385
Enchantability - 10
Enchantments
- Accuracy - Arrows drop less - IV - weight of 10
- ?
- Pierce - Ignores 25% of armor effectiveness - I - weight of 2
- ?
Short Bow
Damage -
Durability - 385
Enchantability - 10
Enchantments
- Power - Arrows deal more damage - IV - weight of 10
- Punch - Mobs hit are launched backwards - II - weight of 2
- Flame - Mobs are lit on fire - I - weight of 2
- Infinity - Bow uses no arrows - I - weight of 1 (must have 1 arrow)
Armor Changes
Unknown to most players, including myself, there is a cap on how much protection enchanted armor can provide. Each armor piece with a enchantment gives a value and the total is capped at 25. Look at the chart for how much each level gives. Protection IV isn't the cap. For every hit the value is multiplied by something inbetween 0.5 and 1. This gets capped at 20. You get 4% for every number so the best reduction is 80% after calculating armor protection. Therefore diamond with max enchantments give 96% damage reduction. Also protection does everything that fire, blast and projectile protection do anyways so they are limited in comparison.
Prot I = 3---Full set = 6.4 - 12%
Prot II = 5---Full set = 8 - 16%
Prot III = 7---Full set = 10.4 - 16%
Prot IV = 11---Full set = 10.4 - 16%
Feather Falling = 2x
Changes
Solution 1
Just remove everything but protection.
Solution 2
I'm thinking armor enchantments shouldn't be so limited. Instead there shouldn't be the first cap. The value will be multiplied by something inbetween 0.5 and 1 just like before. This would get capped at 30. For every value you would get 2% so maxes at 60 instead of 80 like before. These seem to make more sense to me.
Prot I = 3---Full set = 2.4 - 4.8%
Prot II = 6---Full set = 4.8 - 9.6%
Prot III = 9---Full set = 7.2 - 12%
Prot IV = 12---Full set = 9.6 - 12%
Protection should stack with the other enchantments so you can have Prot IV and Fire Prot IV on a single item. This would fill in the rest of the 8% Protection misses. The only difference would be to have every value give 1.3% instead of 2% like for protection. Feather Falling should be the only thing to give fall damage protection too.
Example:
If you had a full set of diamond with protection IV and projectile IV, from a arrow you could block: 80% from diamond + 9.6 to 12% from protection + 6.2 to 7.8% from projectile = 95.8 to 99.8%
Solution 3
Replace Protection with Melee Protection. Remove Blast Protection but add the effects to Fire Protection. Melee would protect from , Fire Protection from , Projectile Protection from .
Feather Falling
Feather Falling should be the only enchantment that protects against fall damage. It makes no sense why protection can protect fall damage.
Fire Shown as a Potion Effect
Fire should become a potion effect so there can be higher kinds of burning. Like all potions it would go up to IV. Regular burning like there is now would be I. This would help enchanting because you could have a stronger fire enchantments instead of limiting fire aspect to time increases and it would help everything else by having more variety for items, mobs or lava. Simply could look like:
Regular burning would be I, a second.
Fire contact would be II, a second.
Tier III would be a second.
Lava contact would be IV, a second.
Item Enchantablility
If you didn't know some materials give better enchantments than others. Basically the enchantablilty is randomly chosen and added to your current level than is multiplied by something inbewteen .75 and 1.25. Usually numbers half of the enchantablilty and a multiplier of 1 are chosen.
Current
Wood Tools = 15
Leather Armor = 15
Stone Tools = 5
Chain Armor = 12
Gold Armor = 25
Gold Tools = 22
Iron Armor = 9
Iron Tools = 14
Diamond Tools = 10
Diamond Armor = 10
I really like this system but it could be changed a just bit still. Gold doesn't need to stay as useless as it is. Iron armor is easily made and has good protection and it doesn't seem like something enchantable, similar to stone.
Gold Tools = 30
Gold Armor = 30
Iron Armor = 7
Bow = 10
Everything Else = 5
Experience Drops
Almost perfect right now but I can think of a few things worth changing. It seems they are going away from mobs only drop Xp so it should be expanded to everything.
Endermen drop 10Xp
Ghasts drop 10Xp.
A player drops their level2 of Xp
Drops 1-2Xp
Drops 3-15Xp
Drops 3-15Xp
Drops 1Xp
Drops 1Xp
[pumkin/melon vine] Drops 1Xp
0-2Xp each caught fish
0-1Xp per shearing
Other Items being Enchanted
Theres other tools that could be enchanted too. The hoe, flint and steel, shears and fishing rod could have some sort of duriblity increase at the least.
:Flint and Steel: - Unbreaking - Chance of duribilty not dropping - III - weight of 10
- Unbreaking - Chance of duribilty not dropping - III - weight of 10
- Scavenge - Chance of getting seeds on tilling land - III - weight of 5
- Harvest - Crop drops increased - I - weight of 2
- Baiting - Chance of catching fish increased - IV - weight of 10 (reduced 1/40 per level from the regular 1/300 chance outdoors)
- Hooking - Chance of catching mulitple fish at a time - III - weight of 5 (1 per level)
- Broil - Receive cooked fish instead of raw - I - weight of 1
- Unbreaking - Chance of duribilty not dropping - III - weight of 5
- Steady Cut - Chance to recieve more wool per shear - IV - weight of 10 (1 per level)
- Trimming - Each use gives 1 wool and sheep don't lost their coat - I - weight of 1
- Efficiency - Break blocks faster - IV - weight of 10
- Mob Vision - Mobs are highlighted through walls - I - weight of 5 (distance of 16 blocks)
- Weakness Perception - Mobs with 2 or less hearts are indicated breifly - I - weight of 5 (say a heart appears over them for a second)
- Clear Sight - Wearing pumpkin doesn't show pumpkin face on screen - I - weight of 5
- Eagle Eye - Depth doesn't drop render distance - I - weight of 5
- Protection - Blocks damage done to pig - IV - weight of 10 (same as armor enchantment)
- Weightless - Pig moves faster - III - weight of 2
Notes
Minecarts could be enchanted but I can't think of anything decent.
Hopefully the pig will become controllable with a plain saddle anyways. 1.4 anyone?
Hoes should be used on crops. Not axes.
You better +1 me!
Older Removed Stuff
The Bookshelves
The current system usually gives long waits searching for the level you want to find. New system woud be Max level stays the same with an increase of 1.5 and Min level increase by 1 per bookshelf. Giving more accurate levels to what your looking for.
Better
Bookshelves 30 = Min 31 = Max 50
Bookshelves 20 = Min 21 = Max 35
Bookshelves 10 = Min 11 = Max 20
Currently (Good luck finding your level )
Bookshelves 30 = Min 8 = Max 50
Bookshelves 20 = Min 6 = Max 35
Bookshelves 10 = Min 4 = Max 20
1.3 fixes this.
Reparing Enchanted Items
When repairing an enchanted item each level should be reduced by 1. Example right here:
So the 'new' pick would have O I because it is in the center. The item in the center keeps the enchantment so you can't merge multiple enchantments into one item. Say the center pick had T II and O IV it would have T I and O III left.
Would be too OP.
Sandstone Sword
Damage -
Durability - ~80
Enchantibility - 8
+ wood, stone, iron, diamond
Enchantments
- Sharpness - Deal more damage per hit - IV - weight of 10
- Blunt - Blocking protects more - II - weight of 5
- Knockback - Mobs hit are launched backwards - II - weight of 5
- Looting - Chance of increased mob drops - III - weight of 2
Brick Sword
Damage -
Durability - ~150
Enchantability - 3
Obsidian Sword
Damage -
Durability - ~2000
Enchantibility - 11
Enchantments
- Fire Aspect - Mobs are lit on fire - II - weight of 10 (duration increase)
- Blunt - Blocking protects more - II - weight of 5
- Knockback - Mobs hit are launched backwards - II - weight of 5
- ?
Netherbrick Sword
Damage -
Durability - ~250
Enchantability - 10
Enchantments
- Fire Aspect - Mobs are lit on fire - II - weight of 2 (duration increase)
- Sharpness - Deal more damage per hit - IV - weight of 10
- ?
- ?
Glass Sword
Damage -
Durability - ~30
Enchantability - 28
Emerald Sword
Damage -
Durability - ~150
Enchantability - 19
Enchantments
- Agility - Swing sword faster - IV - weight of 10
- Shatter Proof - Chance of durability not dropping - III - weight of 5
- Length - Farther hit distance - II - weight of 2
- Knowledge - Mobs drop more Xp - I - weight of 2
Massive amounts of dislike.
Destroying a mob spawner drops 1500Xp.
In 1.3!
Enchanted Rare Drops
Occasioinally mobs rare drops are enchanted with a level 5 enchantment. This should be a random level with lower levels having a better chance. This would be the case for every mob's drop.
In 1.4 sorta!
Blue = My idea of Xp drop
Red = Xp needed for level
Orange = Current Xp drop (correct past level 6)
1.3 levels up differently.
All feedback aprreciated!
http://www.minecraft...t-satisfaction/ - Saddle Enchantment Idea
http://www.minecraft...wiki/Enchanting - Current Enchanting System
http://www.minecraft...wiki/Experience - Current Experience System
http://www.minecraftwiki.net/wiki/Mobs - Current Mobs
http://www.graphsketch.com/ - Graph Maker
http://0xcafebabe.co...-probabilities/ - 1.3 Probabilities
Sorry if the pictures suck
But how would multiple enchantments work?
Thanks. I spent over an hour on this overall so I'm dissapointed in the lack of responses
Im not sure I support the entire revamp you have set up... but Im not a hater
I thought some people wouldn't like them, however, its the same as bottle o enchant except at a higher amount. Could be lowered to 100xp or such.
The crystal is 225xp which you store your xp. Level 10 is 225xp.
Right now no. The only one I could see is the cow but it takes away from pigs being special in their own way