You know how you can enchant stuff like swords, picks, fishing rods, ETC... Well, a pickaxe with Silk Touch is pretty much what most people strive for. What about if mining is not your favourite thing?
Rare looter.
Enchants onto swords, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal looting.
Increases chance that you will get a rare drop from a mob if the sword deals a finishing blow (by about 0.5%), but with the negative side effect of dealing a heart less damage.
This would be nice for those people out there who just want to slay mobs. Similarly to Silk Touch, this is an ultimate enchantment, only allowing for a single level of enchantment, but being drastically more power when compared to other items.
Juggernaut.
Enchants onto chestplates, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal explosion resistance.
No knockback from explosions, 20% less damage taken then with unenchanted armor.
Creepers, Y U no stop sending me to china every time you blow up in my face! Theres also the idea that more is more.
Good catch.
Enchants onto fishing rods, max 1 level, uses 30 levels to have a 1/10 chance to enchant.
Fish caught with this rod are enchanted to fill hunger over time, as well as the normal instant hunger.
Better then normal fish, for when you are likely to die if you dont eat soon.
Filling.
Enchants onto fish, max 1 level, uses 5 levels to have a 1/1 chance to enchant.
Fills hunger over time, as well as the normal instant hunger.
Okay, maybe directly enchanting fish is a little more expensive in the long run, but it is sometimes better for when you only need 1 fish. Also, direct enchantment means that this is guranteed.
If you like the idea, say why. If you DONT like the idea, say why, but keep it PG at most.
It seems weird that you can enchant fish. Anyways, JUST HAVING ONE ENCHANTMENT ON AN ITEM makes it an upgrade, not an enchantment. An enchantment is like a lottery. Juggernaut could be useful, and I don't understand
"Enchants onto swords, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal looting."
but I understood the rare drop part. This wouldn't be useful, because it's only increased by a small percentage, and you don't really need iron gear or bows.
Rollback Post to RevisionRollBack
I haven't even bought MineCraft, I don't have the money...
Rare looter.
Enchants onto swords, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal looting.
Increases chance that you will get a rare drop from a mob if the sword deals a finishing blow (by about 0.5%), but with the negative side effect of dealing a heart less damage.
Enchantments are meant to give tools and weapons a positive stat at the cost of earned experience. There's no point in having enchantments that have both positive and negative stats. I would never ever want a sword that increased a rare mob drop by a tiny 0.5% and did less damage. The two do not balance each other out. This enchantment would be a downgrade.
This would be nice for those people out there who just want to slay mobs. Similarly to Silk Touch, this is an ultimate enchantment, only allowing for a single level of enchantment, but being drastically more power when compared to other items.
Juggernaut.
Enchants onto chestplates, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal explosion resistance.
No knockback from explosions, 20% less damage taken then with unenchanted armor.
The explosion resistance alone is alright, but there's no reason to add the 20% less damage thing, because that's what the "Protection" enchantment helps offer. You would be nearly invincible with this enchantment on diamond armor, but then again, you'd only have a 3.3% chance of getting it anyway. So I guess that part balances itself out.
Good catch.
Enchants onto fishing rods, max 1 level, uses 30 levels to have a 1/10 chance to enchant.
Fish caught with this rod are enchanted to fill hunger over time, as well as the normal instant hunger.
Better then normal fish, for when you are likely to die if you dont eat soon.
I think "Catching" would be a more fitting name for an enchantment over "Good Catch". If this is the only enchantment available for fishing rods, 30 levels would give a 100% chance to have this enchantment, and not the 10% you suggested. There's more than enough food in the game already, but this enchantment is still quite nice.
Rollback Post to RevisionRollBack
Hey, you there. Yes, you! Are you thinking about posting a suggestion on the forums anytime soon? If so, please read this before doing so.
I like the idea of Rare Finding, but the others I don't really see the need for. I do have some of my own suggestions though.
Mithril - Armour enchant - Levels 1-3 - Works like Unbreaking in that it increases the durability of the armour piece by X00%, where X is the level of the enchant. A level 1 enchant would last twice as long, a level 3 would last 4 times as long.
Self-Healing - Armour Enchant - levels 1-5 - Heals 1/2 heart every 6-X seconds, where X is the level of the enchant. A breastplate with Self-Healing 5 would heal 1/2 heart every second. If all 4 pieces of your armour had this, you'd heal 2 hearts every second. A level 1 would heal 1/2 heart every 5 seconds. Low levels would be easier to get, but higher ones would be pretty rare.
Speedy - Boots Enchant - Level 1 - Increases your run/walk speed by 25%. Does not effect hunger consumption.
Any feed back?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Rare looter.
Enchants onto swords, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal looting.
Increases chance that you will get a rare drop from a mob if the sword deals a finishing blow (by about 0.5%), but with the negative side effect of dealing a heart less damage.
This would be nice for those people out there who just want to slay mobs. Similarly to Silk Touch, this is an ultimate enchantment, only allowing for a single level of enchantment, but being drastically more power when compared to other items.
Juggernaut.
Enchants onto chestplates, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal explosion resistance.
No knockback from explosions, 20% less damage taken then with unenchanted armor.
Creepers, Y U no stop sending me to china every time you blow up in my face! Theres also the idea that more is more.
Good catch.
Enchants onto fishing rods, max 1 level, uses 30 levels to have a 1/10 chance to enchant.
Fish caught with this rod are enchanted to fill hunger over time, as well as the normal instant hunger.
Better then normal fish, for when you are likely to die if you dont eat soon.
Filling.
Enchants onto fish, max 1 level, uses 5 levels to have a 1/1 chance to enchant.
Fills hunger over time, as well as the normal instant hunger.
Okay, maybe directly enchanting fish is a little more expensive in the long run, but it is sometimes better for when you only need 1 fish. Also, direct enchantment means that this is guranteed.
If you like the idea, say why. If you DONT like the idea, say why, but keep it PG at most.
GODDAMN IT
STUPID GENDERFLIP VIRUS
"Enchants onto swords, max 1 level, uses 30 levels to have a 1/30 chance to enchant, wipes normal looting."
but I understood the rare drop part. This wouldn't be useful, because it's only increased by a small percentage, and you don't really need iron gear or bows.
Enchantments are meant to give tools and weapons a positive stat at the cost of earned experience. There's no point in having enchantments that have both positive and negative stats. I would never ever want a sword that increased a rare mob drop by a tiny 0.5% and did less damage. The two do not balance each other out. This enchantment would be a downgrade.
The explosion resistance alone is alright, but there's no reason to add the 20% less damage thing, because that's what the "Protection" enchantment helps offer. You would be nearly invincible with this enchantment on diamond armor, but then again, you'd only have a 3.3% chance of getting it anyway. So I guess that part balances itself out.
I think "Catching" would be a more fitting name for an enchantment over "Good Catch". If this is the only enchantment available for fishing rods, 30 levels would give a 100% chance to have this enchantment, and not the 10% you suggested. There's more than enough food in the game already, but this enchantment is still quite nice.
Mithril - Armour enchant - Levels 1-3 - Works like Unbreaking in that it increases the durability of the armour piece by X00%, where X is the level of the enchant. A level 1 enchant would last twice as long, a level 3 would last 4 times as long.
Self-Healing - Armour Enchant - levels 1-5 - Heals 1/2 heart every 6-X seconds, where X is the level of the enchant. A breastplate with Self-Healing 5 would heal 1/2 heart every second. If all 4 pieces of your armour had this, you'd heal 2 hearts every second. A level 1 would heal 1/2 heart every 5 seconds. Low levels would be easier to get, but higher ones would be pretty rare.
Speedy - Boots Enchant - Level 1 - Increases your run/walk speed by 25%. Does not effect hunger consumption.
Any feed back?