Almost all the armor enchantments currently in Minecraft are directly related to combat. Protection, Fire Protection, Thorns, Blast Protection, Projectile Protection; whatever it is, it only works when you are in combat with a player or mob. There are three enchantments, however, which I like the most, because their effects are not combat specific: Feather Falling, Respiration and Aqua Affinity.
These enchantments are closest to what I would call "Utility" enchantments, because their effects apply to a wide variety of situations. Feather falling is obvious; when you're mining, building, climbing or fighting, it will save you numerous times from a crunchy death. Aqua affinity, though it does not really apply to combat, is an enormous help when mining sand or clay or if you decide to build an underwater base. Respiration is a lifesaver if you are trying to build, dig, fight or hide underwater.
This sort of enchantment -- Ones with easily noticeable, useful, and balanced effects -- Are the kind that I believe Minecraft could most benefit from. Though solid, reliable enchantments like Protection and Sharpness have their place, fun and useful things would do well as an addition.
On to the examples, shall we?
Boots
There are a lot of obvious examples that can fit here, but I'm going to list them anyway. As the main thing that is generally considered to be useful when walking or running away from that guy with Sharpness V, Boots deserve a plethora of options.
Alacrity (I, II, III)
Ah, the staple of any enchantment mod or suggestion, Alacrity is a small movement speed boost. Level III would be around the speed of a Swiftness I potion. Alacrity would stack with potions, to not negate their benefits.
Spring (I,II)
Another basic enchantment. Jump height and distance boost. Level 2 lets you jump onto 1 1/2 block fences and walls. Stacks multiplicatively with beacons.
Softness (I)
A rare enchantment. Prevents you from activating stone pressure plates unless falling or jumping, and reduces the range that mobs will detect you at.
Momentum (I)
Another rare enchantment, Momentum stops sprinting from being broken by running into blocks. It's that simple.
Helmet
The helmet already has it's share of utility enchantments, but they're both related to water. So here goes.
Radiance (I, II, III)
Your helmet emits light, up to level 14 with Radiance III. Yes, moving lights are possible, get over it.
Hardness (I, II)
Resistance to critical strikes and disabling potion effects (Slowness, Weakness etc.). Reduces chance of critical strikes against you by a half at level II.
Chestplate
It's the most important piece of armor you can have, but it is always boring. Let's fix that.
Tenacity (I,II,III)
Reduces duration of negative potion effects when incurred by half at level III, and also provides some resistance to knockback. A nice defensive trait.
Soulsteel (I)
A rare enchantment, increases your defense by a proportion of your XP level. Useful, but running around with 50 levels might be risky.
Heartsteel (I)
A rare enchantment, Heartsteel increases your defense as a proportion of your health. Good if you can maintain your health.
Steadfast (I)
Also rare, Steadfast increases your defense with the number of nearby enemies. A nice final-stand sort of thing.
Entropy (I,II,III)
Knocks back enemies that deal damage to you in a somewhat random direction, with greater distance at greater levels.
Leggings
Pants are somewhat important. 'Nuff said.
Hunting (I,II)
Increases your speed when moving toward enemies. Simple.
Fleeing (I,II)
Increases your speed when moving away from enemies. Simple also, but again, useful.
Boldness (I)
Gives jump velocity (horizontal distance), with bigger bonuses the higher in the world you are.
Armour
This is general stuff you can get everywhere.
Sturdiness (I,II,III)
Not really a utility enchantment, but lacking from the game. Reduces durability loss from non-player and non-mob sources.
Carapace (I,II,III,IV)
Similar to protection, but less powerful on its own. However, the effect is multiplied by other Carapace pieces, so a full set is stronger than a Protection set. Incompatible with Protection, obviously.
Adaptation (I,II)
Reduces damage from the source which last hit you, up to a third.
I hope that was a good read. Comments, criticism? What's wrong? What's OP? Tell me!
Almost all the armor enchantments currently in Minecraft are directly related to combat. Protection, Fire Protection, Thorns, Blast Protection, Projectile Protection; whatever it is, it only works when you are in combat with a player or mob. There are three enchantments, however, which I like the most, because their effects are not combat specific: Feather Falling, Respiration and Aqua Affinity.
These enchantments are closest to what I would call "Utility" enchantments, because their effects apply to a wide variety of situations. Feather falling is obvious; when you're mining, building, climbing or fighting, it will save you numerous times from a crunchy death. Aqua affinity, though it does not really apply to combat, is an enormous help when mining sand or clay or if you decide to build an underwater base. Respiration is a lifesaver if you are trying to build, dig, fight or hide underwater.
This sort of enchantment -- Ones with easily noticeable, useful, and balanced effects -- Are the kind that I believe Minecraft could most benefit from. Though solid, reliable enchantments like Protection and Sharpness have their place, fun and useful things would do well as an addition.
On to the examples, shall we?
Boots
There are a lot of obvious examples that can fit here, but I'm going to list them anyway. As the main thing that is generally considered to be useful when walking or running away from that guy with Sharpness V, Boots deserve a plethora of options.
Alacrity (I, II, III)
Ah, the staple of any enchantment mod or suggestion, Alacrity is a small movement speed boost. Level III would be around the speed of a Swiftness I potion. Alacrity would stack with potions, to not negate their benefits. Removes a use from the Beacon
Spring (I,II)
Another basic enchantment. Jump height and distance boost. Level 2 lets you jump onto 1 1/2 block fences and walls. Stacks multiplicatively with beacons. Removes a use from the Beacon
Softness (I)
A rare enchantment. Prevents you from activating stone pressure plates unless falling or jumping, and reduces the range that mobs will detect you at. This is okay
Momentum (I)
Another rare enchantment, Momentum stops sprinting from being broken by running into blocks. It's that simple. Is okay
Helmet
The helmet already has it's share of utility enchantments, but they're both related to water. So here goes.
Radiance (I, II, III)
Your helmet emits light, up to level 14 with Radiance III. Yes, moving lights are possible, get over it. So...You will die when you use it? It is radiance anyway.
Hardness (I, II)
Resistance to critical strikes and disabling potion effects (Slowness, Weakness etc.). Reduces chance of critical strikes against you by a half at level II. Critical Strike protection is okay but negating potion effects would remove the use of Milk
Chestplate
It's the most important piece of armor you can have, but it is always boring. Let's fix that.
Tenacity (I,II,III)
Reduces duration of negative potion effects when incurred by half at level III, and also provides some resistance to knockback. A nice defensive trait. Reducing the duration of negative potions would somehow give Milk less uses since Milk negates everything while this one negates only negatives. Knockback resistance is okay.
Soulsteel (I)
A rare enchantment, increases your defense by a proportion of your XP level. Useful, but running around with 50 levels might be risky. Is okay.
Heartsteel (I)
A rare enchantment, Heartsteel increases your defense as a proportion of your health. Good if you can maintain your health. Is okay.
Steadfast (I)
Also rare, Steadfast increases your defense with the number of nearby enemies. A nice final-stand sort of thing. What kind of enemies? Hostile mobs or players? Either way, overpowered as you can just have some allied players be with you and make it overpowered while hostile mobs are easy enough
Entropy (I,II,III)
Knocks back enemies that deal damage to you in a somewhat random direction, with greater distance at greater levels. Is okay
Leggings
Pants are somewhat important. 'Nuff said.
Hunting (I,II)
Increases your speed when moving toward enemies. Simple. And how would the game know if you are? And this somehow removes the Beacon use.
Fleeing (I,II)
Increases your speed when moving away from enemies. Simple also, but again, useful. How would the game know if you are? And by the way, this should not be compatible with Hunting otherwise you would be too overpowered. And plus, removes some Beacon use,
Boldness (I)
Gives jump velocity (horizontal distance), with bigger bonuses the higher in the world you are. Somehow removes Beacon use
Armour
This is general stuff you can get everywhere.
Sturdiness (I,II,III)
Not really a utility enchantment, but lacking from the game. Reduces durability loss from non-player and non-mob sources. Yeah sure.
Carapace (I,II,III,IV)
Similar to protection, but less powerful on its own. However, the effect is multiplied by other Carapace pieces, so a full set is stronger than a Protection set. Incompatible with Protection, obviously. That...alright
Adaptation (I,II)
Reduces damage from the source which last hit you, up to a third. Okay
I hope that was a good read. Comments, criticism? What's wrong? What's OP? Tell me!
I see your point, but my idea was to make this effect stack with others. Though Alacrity III would have a a similar effect to a level 1 Speed beacon, if it stacked with other effects, you would still benefit from potions and beacons. Imagine running around with Speed II and Alacrity III
I don't think it would be too much of an issue. The game already uses frustum culling graphically, and a similar angle technique could be used to test whether the entity is in front of or behind the player.
I would probably say hostile mobs, and players who have damaged you within the last ten seconds or so. Incidental hits during PvP would not bias it too much, and purposely abusing this mechanism would both damage the player (obviously) and only last ten seconds. Still, I see your point. Do you have a sugeston for another mechanism?
These enchantments are closest to what I would call "Utility" enchantments, because their effects apply to a wide variety of situations. Feather falling is obvious; when you're mining, building, climbing or fighting, it will save you numerous times from a crunchy death. Aqua affinity, though it does not really apply to combat, is an enormous help when mining sand or clay or if you decide to build an underwater base. Respiration is a lifesaver if you are trying to build, dig, fight or hide underwater.
This sort of enchantment -- Ones with easily noticeable, useful, and balanced effects -- Are the kind that I believe Minecraft could most benefit from. Though solid, reliable enchantments like Protection and Sharpness have their place, fun and useful things would do well as an addition.
On to the examples, shall we?
Boots
There are a lot of obvious examples that can fit here, but I'm going to list them anyway. As the main thing that is generally considered to be useful when walking or running away from that guy with Sharpness V, Boots deserve a plethora of options.
Alacrity (I, II, III)
Ah, the staple of any enchantment mod or suggestion, Alacrity is a small movement speed boost. Level III would be around the speed of a Swiftness I potion. Alacrity would stack with potions, to not negate their benefits.
Spring (I,II)
Another basic enchantment. Jump height and distance boost. Level 2 lets you jump onto 1 1/2 block fences and walls. Stacks multiplicatively with beacons.
Softness (I)
A rare enchantment. Prevents you from activating stone pressure plates unless falling or jumping, and reduces the range that mobs will detect you at.
Momentum (I)
Another rare enchantment, Momentum stops sprinting from being broken by running into blocks. It's that simple.
Helmet
The helmet already has it's share of utility enchantments, but they're both related to water. So here goes.
Radiance (I, II, III)
Your helmet emits light, up to level 14 with Radiance III. Yes, moving lights are possible, get over it.
Hardness (I, II)
Resistance to critical strikes and disabling potion effects (Slowness, Weakness etc.). Reduces chance of critical strikes against you by a half at level II.
Chestplate
It's the most important piece of armor you can have, but it is always boring. Let's fix that.
Tenacity (I,II,III)
Reduces duration of negative potion effects when incurred by half at level III, and also provides some resistance to knockback. A nice defensive trait.
Soulsteel (I)
A rare enchantment, increases your defense by a proportion of your XP level. Useful, but running around with 50 levels might be risky.
Heartsteel (I)
A rare enchantment, Heartsteel increases your defense as a proportion of your health. Good if you can maintain your health.
Steadfast (I)
Also rare, Steadfast increases your defense with the number of nearby enemies. A nice final-stand sort of thing.
Entropy (I,II,III)
Knocks back enemies that deal damage to you in a somewhat random direction, with greater distance at greater levels.
Leggings
Pants are somewhat important. 'Nuff said.
Hunting (I,II)
Increases your speed when moving toward enemies. Simple.
Fleeing (I,II)
Increases your speed when moving away from enemies. Simple also, but again, useful.
Boldness (I)
Gives jump velocity (horizontal distance), with bigger bonuses the higher in the world you are.
Armour
This is general stuff you can get everywhere.
Sturdiness (I,II,III)
Not really a utility enchantment, but lacking from the game. Reduces durability loss from non-player and non-mob sources.
Carapace (I,II,III,IV)
Similar to protection, but less powerful on its own. However, the effect is multiplied by other Carapace pieces, so a full set is stronger than a Protection set. Incompatible with Protection, obviously.
Adaptation (I,II)
Reduces damage from the source which last hit you, up to a third.
I hope that was a good read. Comments, criticism? What's wrong? What's OP? Tell me!
I see your point, but my idea was to make this effect stack with others. Though Alacrity III would have a a similar effect to a level 1 Speed beacon, if it stacked with other effects, you would still benefit from potions and beacons. Imagine running around with Speed II and Alacrity III
I don't think it would be too much of an issue. The game already uses frustum culling graphically, and a similar angle technique could be used to test whether the entity is in front of or behind the player.
I would probably say hostile mobs, and players who have damaged you within the last ten seconds or so. Incidental hits during PvP would not bias it too much, and purposely abusing this mechanism would both damage the player (obviously) and only last ten seconds. Still, I see your point. Do you have a sugeston for another mechanism?
Let's take a look at the potential best armour:
Helmet:
Radiance III
Hardness II
Carapace IV
Aqua Affinity I
Respiration III
Chestplate:
Tenacity III
Soulsteel I
Heartsteel I
Steadfast I
Entropy III
Carapace IV
Leggings:
Hunting II (incompatible with Fleeing)
Boldness I
Carapace IV
Boots:
Alacrity III
Spring II
Softness I
Momentum I
Carapace IV
...
It gives a new meaning to the term "Supersuit".