Only full Protection IV armor is better; Feather Falling IV provides 18 EPF (enchantment protection factor points, which work just like armor points; 1 point = 4% damage reduction, randomized between 50-100% of this, or 2-4%) while plain Protection IV only provides 5 EPF (even Feather Falling I is just as good as Protection IV).
That said, you can maximize fall damage protection with Feather Falling IV plus two pieces with Protection IV (or one with Protection IV and one with Protection III, which can include the boots but I prefer only one enchantment on each piece as it is very cheap to repair; only 13 levels to repair a Protection IV chestplate with 3 diamonds; my regular armor is a chestplate+leggings with Protection IV and Feather Falling IV boots which is nearly as good as and easier to maintain than full unenchanted diamond); while capped to 20 points (80% max damage reduction, range 40-80%) the cap occurs after the 50-100% factor, so the real cap is 25 EPF (50-80% damage reduction); the extra 10% enables you to fall another 7 blocks without dying (40% damage reduction = 16.7 effective hearts of health, 36 block minimum fatal fall distance, 50% = 20 hearts, 43 block minimum fatal fall distance).
NB: Since armor doesn't reduce fall damage Protection and Feather Falling on leather armor are just as effective at reducing fall damage as diamond, which is useful to know if you want fall protection but durability and armor protection aren't important; the same is true of a helmet with Respiration or Aqua Affinity (I've enchanted golden helmets from mob drops to get these for use in harvesting sand from rivers in lieu of a nearby desert). Also, if you have Protection IV an all pieces you only need Feather Falling I to hit the 25 EPF cap, which saves 6 levels when repairing.
Protection will protect you from damage in general, while Feather Falling will make you take less fall damage. So whichever you need, you should use(or combine them).
Rollback Post to RevisionRollBack
You should really read these books if you're a fan of, well, reading.
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
Actually, you can; only "Protection" enchantments (Protection, Fire Protection, etc) are incompatible; Feather Falling is in a category by itself, just as you can put Respiration, Aqua Affinity, and Protection on a helmet. Similar to putting Fire Aspect or Looting on a sword; it doesn't matter what else you have (i.e Sharpness doesn't prevent you from using Fire Aspect, but it does prevent you from putting Smite or Bane of Arthropods on it). Of course, it can make it too expensive to repair or unaffordable to use as general armor but that is another matter.
I made a pair of diamond boots with Protection IV, unbreaking III, featherfalling IV, and Depth Strider III and named it. The first repair from a 0/429 damage value cost 17 xp levels to repair it with a fresh pair of boots.
Rollback Post to RevisionRollBack
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
I made a pair of diamond boots with Protection IV, unbreaking III, featherfalling IV, and Depth Strider III and named it. The first repair from a 0/429 damage value cost 17 xp levels to repair it with a fresh pair of boots.
So you are using the 1.8 snapshots... the next repair you can be sure will cost 33 levels, then "too expensive" since each anvil operation doubles the prior work penalty (1, 2, 4, 8, 16, 32; I assume you used enchanted books to make the boots as otherwise the penalty should have started at 0; oh, renaming, which no longer holds the cost down, also increases it, so you did 5 operations, increasing the penalty to 16 levels). For 1.7 and earlier it is best not to use Unbreaking III (did you know that it only takes effect 40% of the time on armor? Meaning Unbreaking III is of less use on armor than Unbreaking I on tools (+100% lifetime); even Unbreaking infinity would only increase lifetime by 67%) or have that many enchantments on an item; ridiculously OP if you ask me*.
Also, repairing with units is better since you can repair them 25% at a time - what if you got hit when the durability remaining was zero? Goodbye boots... for tools it also reduces the repair costs for the same number of uses (25 levels to repair an Efficiency V pickaxe by combining and 21 to repair an Efficiency V, Unbreaking III pickaxe with one unit, restoring the same number of uses due to Unbreaking; of course, you can still repair it by combining, for 33 levels, but if you added Fortune III unit repair is the only way to repair it) Also, for chestplates you need to use twice as many diamonds to repair them with a new one since unit repair restores 25% durability regardless of the material costs to make a new one.
*Try putting those on mod items I made, which would cost an insane number of levels; plain Protection IV armor costs 29 levels a pop, only repairable with a single unit at a time (each unit costs 22 levels...); an Efficiency V, Unbreaking III pickaxe costs 39 levels, 23 levels per unit; my Sharpness V, Knockback II, Unbreaking III sword costs 47 levels (anvil limit raised to 49 just for my mod items, even unenchanted items are too expensive for sacrifice repairs; all this for tools that are only 3x more durable than diamond but otherwise equal; armor has durability to match tools but is costlier compared to diamond armor even considering the much greater durability advantage; still too easy IMO to get the XP required though).
Wow. That was somewhat longwinded. Yes, I realize all of that. I was just showing what the cost would be from a maximum standpoint.
Rollback Post to RevisionRollBack
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
Wow. That was somewhat longwinded. Yes, I realize all of that. I was just showing what the cost would be from a maximum standpoint.
The point I was making is that renaming DOES NOT stop the repair cost from increasing in 1.8 and even increases it, as explained here; as you did 5 anvil operations (4 books for the enchantments plus renaming) the prior work penalty rose to 16 and with the next repair it will be 32, then too expensive, limiting you to only two repairs. By comparison, Protection IV, Unbreaking III boots straight from the table and NOT renamed could be repaired 7 times (prior work = 0, 1, 2, 4, 8, 16, 32, 64; repair cost = 1, 2, 3, 5, 9, 17, 33, too expensive), lasting 3.5 times longer.
As for 1.7 and earlier (assuming it had Depth Strider and it cost the same as Feather Falling per level, or 6 levels for level III) the base cost would be 4 for Protection IV, 6 for Unbreaking III, 8 for Feather Falling IV, and 6 for Depth Strider III, plus 10 for having four enchantments, plus 2 for prior work (always 2 if renamed), or 36 levels - even one unit would cost an additional 1 + 4 or 5 levels, making them impossible to ever repair. By contrast, it only costs 13 levels to restore 75% durability to plain Protection IV boots or other pieces of armor (just adding Unbreaking III bumps that up to 24 levels, far offsetting the durability it adds, only useful if diamonds are harder to get than XP).
Basically, this is the reason why 99.99% of players need mob farms to get enough XP to repair their overpowered gear while I've never ever had a shortage of XP, much less built a mob farm.
The point I was making is that renaming DOES NOT stop the repair cost from increasing in 1.8 and even increases it, as explained here;...
I think Scum means that he named it, put all possible enchantments on it and such so that people could get an idea of repair cost the first time around for a maxed out pair of boots- not that he thought naming it would stabilize repairs.
OP: I'd say feather falling is the more beneficial option because boots have generally quite low - though not as low as helmet's - durability, so the effect of protection being more protective for the price of more durability drained per hit is a little more of a problem. In any case, i'd only use feather falling if I knew I wasn't going to run in to much trouble, so unless you're planning to use it as combat gear, i'd try to get feather falling on some boots as well/instead
I think Scum means that he named it, put all possible enchantments on it and such so that people could get an idea of repair cost the first time around for a maxed out pair of boots- not that he thought naming it would stabilize repairs.
You got it.
Rollback Post to RevisionRollBack
XP Guide Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten If you want me to see your reply, make sure to quote my post in your reply.
...more durability drained per hit is a little more of a problem.
Actually, this is false - only Thorns causes armor to lose durability faster. There is even discussion of this on the Wiki Talk page for armor:
Does a Protection enchantment just make the armor absorb more damage, thereby reducing its durability?I have done some tests with various armor pieces and it doesn't seem like it. Examples:
Leather chestplate with and without protection IV: Both took 81 zombie hits to break.
Gold chestplate with and without protection IV and proj. prot. IV: All took 113 zombie hits and 113 skeleton arrows to break.
Iron pants with and without protection IV: Both took 226 zombie hits to break.
Protection also doesn't take damage from sources armor normally doesn't take damage, like said on the page. It just gives you extra protection against hits. I really hope someone looks at the code or something so this argument could end. 212.226.58.56 18:57, 30 September 2012 (UTC)
If you are going into the end outer islands (this post was made in 2014 so maybe not), you want FF maxed out to deal with shulkers and endermen. It's also good in the nether in combination with a fire resistance potion. Otherwise, protection all the way.
Although, you could argue that slow falling potion removes the need for feather falling at all, in which case just protection is fine in the end.
I know feather falling is for ender pearls and not to take too much damage when falling, but which enchantment protects me more?
That said, you can maximize fall damage protection with Feather Falling IV plus two pieces with Protection IV (or one with Protection IV and one with Protection III, which can include the boots but I prefer only one enchantment on each piece as it is very cheap to repair; only 13 levels to repair a Protection IV chestplate with 3 diamonds; my regular armor is a chestplate+leggings with Protection IV and Feather Falling IV boots which is nearly as good as and easier to maintain than full unenchanted diamond); while capped to 20 points (80% max damage reduction, range 40-80%) the cap occurs after the 50-100% factor, so the real cap is 25 EPF (50-80% damage reduction); the extra 10% enables you to fall another 7 blocks without dying (40% damage reduction = 16.7 effective hearts of health, 36 block minimum fatal fall distance, 50% = 20 hearts, 43 block minimum fatal fall distance).
NB: Since armor doesn't reduce fall damage Protection and Feather Falling on leather armor are just as effective at reducing fall damage as diamond, which is useful to know if you want fall protection but durability and armor protection aren't important; the same is true of a helmet with Respiration or Aqua Affinity (I've enchanted golden helmets from mob drops to get these for use in harvesting sand from rivers in lieu of a nearby desert). Also, if you have Protection IV an all pieces you only need Feather Falling I to hit the 25 EPF cap, which saves 6 levels when repairing.
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?
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
these days, the only things that really kill me are lava and extremely high falls.
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Actually, you can; only "Protection" enchantments (Protection, Fire Protection, etc) are incompatible; Feather Falling is in a category by itself, just as you can put Respiration, Aqua Affinity, and Protection on a helmet. Similar to putting Fire Aspect or Looting on a sword; it doesn't matter what else you have (i.e Sharpness doesn't prevent you from using Fire Aspect, but it does prevent you from putting Smite or Bane of Arthropods on it). Of course, it can make it too expensive to repair or unaffordable to use as general armor but that is another matter.
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?
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
So you are using the 1.8 snapshots... the next repair you can be sure will cost 33 levels, then "too expensive" since each anvil operation doubles the prior work penalty (1, 2, 4, 8, 16, 32; I assume you used enchanted books to make the boots as otherwise the penalty should have started at 0; oh, renaming, which no longer holds the cost down, also increases it, so you did 5 operations, increasing the penalty to 16 levels). For 1.7 and earlier it is best not to use Unbreaking III (did you know that it only takes effect 40% of the time on armor? Meaning Unbreaking III is of less use on armor than Unbreaking I on tools (+100% lifetime); even Unbreaking infinity would only increase lifetime by 67%) or have that many enchantments on an item; ridiculously OP if you ask me*.
Also, repairing with units is better since you can repair them 25% at a time - what if you got hit when the durability remaining was zero? Goodbye boots... for tools it also reduces the repair costs for the same number of uses (25 levels to repair an Efficiency V pickaxe by combining and 21 to repair an Efficiency V, Unbreaking III pickaxe with one unit, restoring the same number of uses due to Unbreaking; of course, you can still repair it by combining, for 33 levels, but if you added Fortune III unit repair is the only way to repair it) Also, for chestplates you need to use twice as many diamonds to repair them with a new one since unit repair restores 25% durability regardless of the material costs to make a new one.
*Try putting those on mod items I made, which would cost an insane number of levels; plain Protection IV armor costs 29 levels a pop, only repairable with a single unit at a time (each unit costs 22 levels...); an Efficiency V, Unbreaking III pickaxe costs 39 levels, 23 levels per unit; my Sharpness V, Knockback II, Unbreaking III sword costs 47 levels (anvil limit raised to 49 just for my mod items, even unenchanted items are too expensive for sacrifice repairs; all this for tools that are only 3x more durable than diamond but otherwise equal; armor has durability to match tools but is costlier compared to diamond armor even considering the much greater durability advantage; still too easy IMO to get the XP required though).
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?
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
The point I was making is that renaming DOES NOT stop the repair cost from increasing in 1.8 and even increases it, as explained here; as you did 5 anvil operations (4 books for the enchantments plus renaming) the prior work penalty rose to 16 and with the next repair it will be 32, then too expensive, limiting you to only two repairs. By comparison, Protection IV, Unbreaking III boots straight from the table and NOT renamed could be repaired 7 times (prior work = 0, 1, 2, 4, 8, 16, 32, 64; repair cost = 1, 2, 3, 5, 9, 17, 33, too expensive), lasting 3.5 times longer.
As for 1.7 and earlier (assuming it had Depth Strider and it cost the same as Feather Falling per level, or 6 levels for level III) the base cost would be 4 for Protection IV, 6 for Unbreaking III, 8 for Feather Falling IV, and 6 for Depth Strider III, plus 10 for having four enchantments, plus 2 for prior work (always 2 if renamed), or 36 levels - even one unit would cost an additional 1 + 4 or 5 levels, making them impossible to ever repair. By contrast, it only costs 13 levels to restore 75% durability to plain Protection IV boots or other pieces of armor (just adding Unbreaking III bumps that up to 24 levels, far offsetting the durability it adds, only useful if diamonds are harder to get than XP).
Basically, this is the reason why 99.99% of players need mob farms to get enough XP to repair their overpowered gear while I've never ever had a shortage of XP, much less built a mob farm.
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?
I think Scum means that he named it, put all possible enchantments on it and such so that people could get an idea of repair cost the first time around for a maxed out pair of boots- not that he thought naming it would stabilize repairs.
OP: I'd say feather falling is the more beneficial option because boots have generally quite low - though not as low as helmet's - durability, so the effect of protection being more protective for the price of more durability drained per hit is a little more of a problem. In any case, i'd only use feather falling if I knew I wasn't going to run in to much trouble, so unless you're planning to use it as combat gear, i'd try to get feather falling on some boots as well/instead
Signature by: Creeperzx3 http://www.minecraft...673-creeperzx3/
You got it.
Regardless of what change you do, no matter how small, someone will complain. - Jens Bergensten
If you want me to see your reply, make sure to quote my post in your reply.
Actually, this is false - only Thorns causes armor to lose durability faster. There is even discussion of this on the Wiki Talk page for armor:
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?
Having 3 protection IV pieces with feather falling IV boots gives you the most protection against fall damage.
If you are going into the end outer islands (this post was made in 2014 so maybe not), you want FF maxed out to deal with shulkers and endermen. It's also good in the nether in combination with a fire resistance potion. Otherwise, protection all the way.
Although, you could argue that slow falling potion removes the need for feather falling at all, in which case just protection is fine in the end.