I was thinking that potions that inflict in a negative way, such as poison and weakness, in bottle form could be added to weapons via. the anvil.
The potion can be added to the weapon to apply negative potion effects to targets/mobs. However, after adding a potion to the weapon, the weapon will have it's total number of uses degraded by 15%. The application of potions can be stacked with enchantments.
Example:
I have an iron sword that hasn't been used. That gives it a total of 251 uses before breaking. If I apply a Potion of Poison via. anvil to the sword, the sword will inflict poison on hit, but the usage will be reduced by 15%, thus changing it's number of uses from 251 to 213. However, if the iron sword was enchanted with Unbreaking 1, thus providing a 50% chance of a use being ignored, the sword would have 502 uses before breaking. But, since the Potion of Poison was applied, there would be a 15% deduction from the uses of the sword, bringing down the 502 uses to 427 uses, but inflicting poison on hit.
This is one of the most redundant ideas out there. These ideas are almost always overpowered as well. Imagine spamming critical hits with that diamond sword and inflicting poison with it.
Somehow, crafting a potion with a weapon, will NOT make the potion just drip off and will instead make the potion somehow 'stick' to the weapon AND inflict the potion effect... Bad balancing.
However, making this apply to ONLY wooden swords could be a viable way to balance it as well as making sense since wood is much ore porous than... diamonds.
Somehow, crafting a potion with a weapon, will NOT make the potion just drip off and will instead make the potion somehow 'stick' to the weapon AND inflict the potion effect... Bad balancing.
However, making this apply to ONLY wooden swords could be a viable way to balance it as well as making sense since wood is much ore porous than... diamonds.
If you crafted 1 slime, one tool, and one potion, you could get a sword with (effect.) The effects last 10-20 hits depending on potion strength.
Rollback Post to RevisionRollBack
I have a new account called "Mushroomsock" now, so please do not send me PMs.
Oh, so now SLIME can stick liquids onto metal! Why didn't I think of that...
Maybe because it is rather illogical. And frankly, cauldrons should be useful so I propose the ability to fill them with potions and dip your wooden tools to make a Poison Steeped Sword or something like that.
Oh, so now SLIME can stick liquids onto metal! Why didn't I think of that...
Maybe because it is rather illogical.
To me it sounds more like you're mixing the potion with the slime, then sticking the slime on the weapon. Not TOO farfetched since sticky pistons can push and pull iron, diamond, gold, etc. blocks just fine and you lose the potion effect rather quickly.
Though I agree that this is ridiculously OP and would only be balanced if you could only put potion effects on wooden swords.
To me it sounds more like you're mixing the potion with the slime, then sticking the slime on the weapon. Not TOO farfetched since sticky pistons can push and pull iron, diamond, gold, etc. blocks just fine and you lose the potion effect rather quickly.
Though I agree that this is ridiculously OP and would only be balanced if you could only put potion effects on wooden swords.
I realize the redundancy and overpowered-ness in this suggestion. I agree that it WOULD make more sense as to put it on only wooden swords. Thanks for feedback, people.
Another way to balance this out is to make the potion effect only last as long or less than the potion by itself, after which it wears off (for instant potions like Harming, it would be one use, perhaps also with a time limit); this means that it can only be used in situations where you can plan ahead since you'd need an anvil (and XP) to put it on the sword it avoids simply whipping out your super Poison II-Harming II sword and using it on someone in a PvP situation.
FWIW, once you apply Poison, Harming, etc to a sword it doesn't really matter what the material is after a point; for example, a Sharpness V wooden sword does 11.25 damage, while a Sharpness V diamond sword does 14.25, only 27% more (Sharpness adds a fixed amount of damage; Harming II would add 12 to either of them, reducing the difference to only 13%; any sword would be a one-hit kill to an unarmored player).
The potion can be added to the weapon to apply negative potion effects to targets/mobs. However, after adding a potion to the weapon, the weapon will have it's total number of uses degraded by 15%. The application of potions can be stacked with enchantments.
Example:
I would very appreciate feedback! Thanks!
signature
Somehow, crafting a potion with a weapon, will NOT make the potion just drip off and will instead make the potion somehow 'stick' to the weapon AND inflict the potion effect... Bad balancing.
However, making this apply to ONLY wooden swords could be a viable way to balance it as well as making sense since wood is much ore porous than... diamonds.
If you crafted 1 slime, one tool, and one potion, you could get a sword with (effect.) The effects last 10-20 hits depending on potion strength.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
Maybe because it is rather illogical. And frankly, cauldrons should be useful so I propose the ability to fill them with potions and dip your wooden tools to make a Poison Steeped Sword or something like that.
To me it sounds more like you're mixing the potion with the slime, then sticking the slime on the weapon. Not TOO farfetched since sticky pistons can push and pull iron, diamond, gold, etc. blocks just fine and you lose the potion effect rather quickly.
Though I agree that this is ridiculously OP and would only be balanced if you could only put potion effects on wooden swords.
I realize the redundancy and overpowered-ness in this suggestion. I agree that it WOULD make more sense as to put it on only wooden swords. Thanks for feedback, people.
signature
FWIW, once you apply Poison, Harming, etc to a sword it doesn't really matter what the material is after a point; for example, a Sharpness V wooden sword does 11.25 damage, while a Sharpness V diamond sword does 14.25, only 27% more (Sharpness adds a fixed amount of damage; Harming II would add 12 to either of them, reducing the difference to only 13%; any sword would be a one-hit kill to an unarmored player).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?