Instead of the netherite blocks in the crafting recipe, why not change it to netherite ingots? It would certainly make the netherite cube a lot cheaper, but still, 5 netherite ingots for a cube is pretty expensive. I also don't get why ender marrow is in the crafting recipe. I saw the post about the end respawn anchor, but why would you need end materials for something nether-related?
In the same way, why does the End Crystal recipe related to End have Ghast tear and Blaze powder related to nether? Why does the End rod recipe related to End have a Blaze rod related to nether?
I see. Let me go over your original post again. My interpretation of your post may have gotten muddled while reading the replies.
EDIT: Still kind of useless, but I like the second charge. Why not just make that the first charge? It's extremely hard to get back your stuff if you die in the Outer End, so why not just make that second charge buff the same for all charges? it would be a good tradeoff for the risk taken in getting the ender marrow to charge the point.
Because I said above, if you set the respawn point to the ender respawn table, if you die, the energy stored in the ender respawn table will completely disappear. If you follow your idea, charging one level is better than charging two levels. In order to make its respawn effect look more unique, so I setender respawn table to different energy levels to determine different respawn effects.
In this case:
Overworld: Bed: Unlimited respawn times and no special respawn effects;
Nether: Respawn anchor: Energy is needed to respawn. Different energy levels determine the remaining number of respawns;
End: Ender respawn table: It needs to be activated and has energy to respawn. Different energy levels determine different respawn effects.
The idea is cool, but the cost required to even activate this anchor is way too expensive. Additionally, ender marrow is rare as well, according to your post, and you would need to charge it with four ender marrow. Why not just have a bed in the portal room? It would be leagues cheaper than the end respawn anchor.
It seems that you have misunderstood the original meaning of my topic. This ender respawn table can only be charged with two levels. Different levels determine the respawn effect is different, which is different from the respawn anchor's different energy levels that determine the number of respawns.
Unlike Nether, the End somehow never spoke to me.
Its character is not very worthy colonization, despite great ease of setting up means of transport.
Means of respawning there is a last thing that is worthy a single ingot of netherite.
Adding more stuff for the sake of adding stuff without proper balance or anything really unique is a bad idea.
Considering how easy it is to build bridges in the End, respawning there is not anything of urgent demand, especially considering how little resources it provide - chorus fruit farmable everywhere and content of End Cities.
Compare and contrast with Nether, which is enterable without paving your way to the stronghold, exitable without beating a boss, can have a portal buuilt literally anywhere, has more forgiving lava instead of void, serves as fast transport method, and has a ton of resources unfarmable and/or barely accessible and/or not accessible elsewhere, like quartz, netherite, prodigious quantities of lava, Piglins to trade with, soul sand (useful in water elevators), blaze rods, nonflammable wood, farmable gold supply and essential stuff you need to get the beacon.
Please see #10 , I said this can be applied to future End updates.
This trident costs 144 ancient debris. This is by far the most expensive item to exist in Minecraft. And the reward is an object worse than your standard enchanted bow.
Actually 148 ancient debris, but the projectile fired by the bow cannot travel through water, while the trident can.
I see no reason to make this so insanely expensive. Do you realize that every block of Netherite is product involving use of 36 ancient debris blocks?
It's so much easier to interconnect everything with cobblestone slab bridges or ice highways for boats.
I think it would be balanced if already existing Respawn Anchor was working in all dimensions, and maybe used different fuel for each of them.
We are like-minded in this subject, aren't we?
In this case, I think it is better to add a new block with respawn function than to use the respawn anchor, and the reason why it is set to be expensive is to be able to dock with the end update in the future, to make it more challenging.
But the difference between ender respawn table and respawn anchor is that the energy level of ender respawn table determines the respawn effect, that is.
After calculation, it takes 5904 ancient debris, which requires two large chests to put them, if you don't use X-ray textures, you have to blow up a save for months.
Add a new block: Nether magnetite ore.
It is a kind of ore generated in nether, they are generated at any height in the form of ore vein. They are as common as nether gold ore.
Nether magnetite ore requires a pickaxe to be mined, in which case it drops nothing, itself or 1 nether magnetite. When mined without a pickaxe, it drops nothing. Nether magnetite ore has a 10% chance to drop a nether magnetite and 40% chance to drop nothing when mined with any pickaxe. If it does not drop nothing or nether magnetite , it drops itself as a block. If a nether magnetite ore is mined with a silk touch enchanted pickaxe, it always drops itself.
Fortune enchantment does not increase the amount dropped, but increases the chance of nether magnetite dropping and nothing. Fortune 1 increases the chance for this drop to 20%, the probability of not dropping anything is 47%; Fortune 2 increases the chance for this drop to 30%, the probability of not dropping anything is 54%; Fortune 3 increases the chance for this drop to 40%, the probability of not dropping anything is 60%.
Nether magnetite ore cannot be smelting in furnace and blast furnace.
Add a new item: Nether magnetite
They are dropped by nether magnetite ore, can be used to craft lodestone and smelting iron ingot.
Change the recipe of lodestone:
Nether magnetite can smelt iron ingots in furnace or blast furnace, but there is a 70% chance that nothing can be smelted.
Add a new item: Netherite cube
Is an item used to upgrade the trident in the smithing table.
Add a new weapon: Abyssal trident
Is an upgraded version of trident. Its melee damage is 12 (attack speed is 1.1), and its ranged damage is 11, durability is 1525.
The difference with the trident is:
If it passes through fire or lava when thrown out, it will set the entity on fire for 5 seconds when it hits the entity;
If it is thrown into the void with loyalty's enchantment, it can still be returned to the player;
They will not be destroyed by fire and lava.
If drowneds holds abyssal trident, they can use it normally like a trident.
1. 12 points of damage can be reduced by armor value like all arrows. Just disproportionately. A quarter of damage (3hp resulting from magic) is not reduced, but it's also not increased by Power to compensate, and is still affected by Protection.
2. Yeah, bow can pierce through armor easily. That's why we have shields. However, crossbows ignore shields and also use armor-piercing mechanics, just less.
3. When hunting monsters you hardly ever need many arrow types if you can get this far... you can just spam iron arrows. Though infinity seems quite handy, it is exclusive with mending. You don't wanna waste your Power V Unbreaking III on something that needs manual repairs that get progressively more expensive and are capped at count of 6, no?
Also, mind that arrows of harming are less effective against undead targets, so when hunting monsters one will certainly prefer to have two types of tipped ammunition.
4. Netherite scrap heavy arrows sound much more balanced. If one scrap was used to enhance 8 arrows, preferably usable also by bow, it would be alright as long as velocity/falloff is worsened to balance it out, though in close quarters that probably wouldn't be much of an issue. Though I still have a weird, irrational feeling that increasing the raw damage will harm the balance... somehow.
5. Even if the player manages to collect the breath, it's still relatively advanced process of getting those arrows... Lingering Potion of Harming II requires... wart, spider eye/glistening melon, FSE, glowstone, gunpowder and dragon's breath. Pretty convoluted.
Well, I forgot that armor value can reduce the magic damage of arrow of harming, but the bow of power5 + infinity is damaged, you can make another one, especially if you don't lack experience later.
I think "one scratch was used to enhance 8 arrows" may be feasible, but in this case, the damage bonus can't be too high. My idea is to change "iron arrow with glass" to "iron arrow with netherite scrap", and the glass in the crafting recipe will also be changed to netherite scrap, which makes it more expensive and doesn't upset the balance.
You can even set up a semi-automatic brewing machine using the redstone system to mass produce lingering potions. Although the preparation in the early stage is complicated, the complexity in the early stage can be replaced by the simplicity in the later stage. Nether wart can be planted, spider eyes can be obtained in large quantities from the mob spawner of spiders or cave spiders, and glowstone can be trade from villagers.
Eh. Not a fan of the arrows. I'd like to see the Fletching Table allow us to create a larger number of Arrows from the raw materials (maybe 6 instead of 4), as well as more-efficiently produce Spectral Arrows (2 Glowstone Dust + 1 Arrow = 2 Spectral Arrows) and perhaps allow us to create contrail/tracer effects on Arrows by combining up to 8 of them with a colored Firework Charge.
I think this feature is not cool, fireworks are much more interesting than this.
Arrow of Harming deals only a small fraction of armor-piercing damage, the rest is normal damage. Also, the potion damage is not increased by Power, making it actually a better choice in crossbow, as combined with piercing it can ignore not only shields, but also physical armor, leaving only Protection enchantment and Resistance potion effect as sole defense.
In order to get it through villager fletchers, it often takes several tries of maxing out the villagers, which takes way more emeralds, because it's completely random which type of tipped arrow you get (sometimes you get counterproductive ones like arrow of strength).
On the other hand, establishing Ender Dragon killing field is a very problematic task, as it not just involves beating the game, but also establishing proper connection to the stronghold, gathering ghast tears and more eyes of ender, building appropriate infrastructure in the End and repeating the fight.
And what do you need to get massive amounts of iron and glass? Access to a desert and to a village, and some work on setting infrastructure in case of latter. In Overworld.
The problem with iron arrow is its cheapness combined with bonus damage - it's going to make traditional arrows obsolete for crossbows, as well as harm position of spectral arrows with inferior damage and pricey tipped arrows, and by taking a large part of Bows' strengths' without a downside or equivalent strengthening of the other weapon, it's going to phase it out as well, and with it the remainder of Tipped and Spectral arrow uses. In the end, the only kind of ranged weapon used would be crossbow combined with Glassed/Soulfire Iron Arrows, maybe fireworks from time to time.
Even if it is your so-called "a small fraction", this small fraction has reached 12 points of damage, that is, using a sharp 5 diamond axe (non-critical) to attack an unarmored player, so that counts using the bow enchanted by power1 can also kill a player with full iron armor in seconds. Even if you wear diamond armors or netherite armors, you will only have 1 heart of health left with an arrow shot.
You can prepare a large number of glass bottles in your ender chest, and then set up an ender chest on the main island of End, so that the huge amount of dragon's breath is no longer a dream. Of course, the ender dragon does not need to be killed so early. It is not too late to kill the ender dragon after collecting enough dragon's breath.
Spectral arrows can be treated as double replicas of ordinary arrows, and it also has a glowing effect when hitting an entity, so that it is more convenient to shoot a second arrow at the enemy at night. Although iron arrows have 4 additional damage points than ordinary arrows, they can still be reduced by armor value. Unlike arrow of harming II, where 12 points of damage cannot be reduced by armor value. Also, I have never heard that the damage of a spectral arrow is lower than that of a normal arrow. I just think it has the same damage as a normal arrow.
Secondly, although full of arrows, iron arrows or fireworks is not a problem, it wastes the space of the inventory. Especially when you want to get more monster drops or more ores, the capacity of theinventory will be greatly limited, and enchanting infinite to the bow is a good solution to this problem. In addition, compared with the crossbow at this time, if you use a crossbow, you need to launch an arrow with fire arrow, with higher damage and repelling ability, requires the use of various kinds of arrows, which takes up more space in the inventory. As long as the bow is enchanted by flame, punch and power, all the functions of the three enchantments can be realized with one arrow, and the space occupied by the items column is less. Therefore, the bow will not be eliminated.
Regarding the question of iron arrow with glass being too cheap, I considered whether to change it to iron arrow with netherite scrap in the previous reply.
Both firework rockets and arrows become dirt cheap once you establish an ordinary mob grinder and a sugar cane farm. Iron can be farmed through iron golem grinders too.
Yeah, fireworks deal less direct damage, but are more effective vs projectile protection, underwater targets, and have splash damage.
I do not want bow to use your iron arrows, I don't want any iron arrows that are directly superior to normal arrows, overlap with bow enchantment and are also dirt cheap, as that would kill spectral and tipped arrows. The latter are very expensive for their very slight damage boost. You either use dirt cheap iron arrows or Ender Dragon farming / overpriced villager trading tipped arrows.
Bow should stay a heavy damage dealer without competition of crossbow that can deal damage more reliably and over wider area.
How can it be expensive for 2 emeralds + 5 arrows to trade for 5 tipped arrows? At the very least, upgrading Fletcher villagers to master level is not particularly expensive. The second is that Arrow of Harming II can have 12 points of damage and ignore the armor value, which is impossible for ordinary iron arrows. Spectral Arrow does not have any functional overlap with the arrows I listed above, and you only need to use 1 ordinary arrow and 4 glowstone dust to get two Spectral Arrows, and glowstone dust can be traded with cleric villagers.
Of course, in the later stage, it is no problem to get a lot of dragon's breath, and the blaze rod farm can also be set up, as long as you carry a lot of cheap glass bottles.
Good point, a power 5 bow would be extreme with glass arrows.
But you missed the important point again:
If you want to get normal arrows, you have to kill skeletons or farm flint and feathers.
To get your hands on flint fast you would need fortune on 1 tool, since gravel doesn't always drop flint.
Glas only requires sand, furnace and fuel. Even if you don't spawn near a desert, you will find rivers with shores (most likely with sand).
Crafting glass arrows would be much easyer then farming or crafting normal arrows.
I know gravel doesn't always drop of flint, but it can be done with one hand holding gravel and one hand shovel. And skeletons are not very difficult mobs. As long as you use shield, stone axe (or iron axe), you can kill a skeleton in close combat. If you encounter multiple skeletons, you can kill them better by making them fight with each other. Of course, an ordinary bow or crossbow with a small number of arrows can also be sneaked into the skeleton to get more arrows.
I considered the imbalance of iron arrow with glass and it was indeed too cheap, but I later thought that replacing it with iron arrow with netherite scarp might become less cheap.
5-6 damage?
Are you putting like one firework star?
You need to put in 5-7 stars, depending on ranges you fight on, in terms of PvP 7, because combat is often on short distance.
Infinity does not help with achieving greater DPM, and it also forces player to give up on mending.
Crossbow splash damage and shield penetration is still entirely unreplicable by bows. So yes, bow is totally OK, as it trades shield negation, worse ability to damage enemies with hard cover and much greater mob control utility for only one thing, and that is raw, single target DPM.
Should enemy be a mob of mobs, use a shield, go into water, try taking hard cover or use excessive amounts of projectile protection, you use a crossbow.
Should enemy carelessly assault you, you use a bow.
Understandable and balanced.
Unlike trying to make crossbow an omega of ranged weapons, able to compete with bow in its own niche due to arrows duping bow enchantments while completely screwing over the bow in its own (shields, cover, mobs, water, proj-prot).
Crossbow actually has very potent firework rockets, but yes, it would screw over spectral arrows and tipped arrows.
Arrow of harming would be the worst off.
And crossbow vs bow balance, but I'm arguing about that elsewhere.
Well, I overlooked that the firework rocket can put 7 firework stars, but even so, the damage will not be higher than the power5 bow, because the minimum damage of the power5 bow is 23 points when the bow is full.
But infinite enchantment is generally very arrow-saving. Even if you can’t use experience to repair it, you can rebuild another bow with the same enchantment if you damage a bow, or repair it on an anvil, so If you have to face a large number of enemies frequently, in general it is more cost-effective to enchant infinite.
However, the fact is that the arrows fired by a flame enchanted bow cannot be deceived. Power enchantment also can't deceive, because the damage can basically be estimated what damage the opponent's bow has.
Actually, these arrows are going to kick tipped arrows out of business.
And the bow as well, as its enchantments can be duped by use of these arrows, and unlike the bow they cannot penetrate shields or multiple mobs. And crossbow can also use fireworks.
Yes, I'm provoking you to defend against my accusation that this new crossbow ammunition is unbalanced.
However, the functions of the arrows I listed above do not overlap with all the tipped arrows. Although the bow is not penetrating, the power5 enchanted bow will have considerable damage output and save arrows.In survival mode, iron arrow can not be obtained by other methods except by synthesizing in the craftinging table. In this case, ordinary arrows are cheaper than iron arrows and firework rockets.
The glass arrow is absurdly overpowered and nobody would ever use any arrow outside of niche situations because of this. Put sand in a furnace and your bow doubles in strength.
As I said above, these arrows can only be charged on crossbows
Arrows destroying blocks would screw over hard cover use in PvP.
Crossbow has way more of higher use of existence, and I think it actually has an upper hand over bow. You completely underestimate it:
1. Piercing is one big "screw you" to shields and to infinity enchantment, it goes through the former like a knife through butter and enables to collect the arrow afterwards.
2. Multi-star firework rockets.
a ) Heavy single-target damage, you can two-shot unarmored mobs without even sweating.
b ) Heavy area damage, those + multishot + quick charge allows you to annihilate entire battalions of illagers in seconds, which is a feat that bow users can only dream about
c ) Gravity negation, fireworks need no aiming for falloff, it flies straight where you aim.
d ) Water drag negation, fireworks move at decent speeds through water in a straight line
e ) Enchantment negation. Nice Wither Shield/Projectile Protection IV armor you got here, it would be a real shame if something exploded it.
And arrows that do the same job as Power, Flame and Knockback except being available to crossbow only (which even on arrows is useful thanks to triple-use piercing) will finish it off completely.
Oh, and about warped wart - once you find that biome once, you can mass produce the wart very easily, and there are only 5 nether biomes, making it more common than you think it is.
As for Tridents, I think they are meant to be rare and uncraftable for a reason.
I don't know why you mentioned Buried Treasures here.
However, the bow’s power5 enchantment can have 23 points of damage with one arrow, which is higher than the current 11 points of damage of the crossbow. Moreover, the bow can also be enchant infinity, which makes the bow’s damage output higher than that of the crossbow, also save more arrows. Although the piercing enchantment can shoot through more enemies, the damage output of the crossbow makes it necessary to shoot more times when the opponent's defense points are high, or charge more crossbows to completely eliminate those enemies. Although the multishot spell can have a wider shooting range, it also suffers from the attack damage problem, and the punch enchantment of the bow can even make the enemy difficult to approach. Is the current crossbow OK?
Although firework rockets can be fired in a straight line, their attack damage is too low (only 5-6 damage), so instead of using firework rockets, it is better to use arrows.
Regarding "Buried Treasures", please improve your reading comprehension before replying to my sentence, because I have mentioned this. After you improve your reading comprehension, return to the trident.
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In the same way, why does the End Crystal recipe related to End have Ghast tear and Blaze powder related to nether? Why does the End rod recipe related to End have a Blaze rod related to nether?
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Because I said above, if you set the respawn point to the ender respawn table, if you die, the energy stored in the ender respawn table will completely disappear. If you follow your idea, charging one level is better than charging two levels. In order to make its respawn effect look more unique, so I setender respawn table to different energy levels to determine different respawn effects.
In this case:
Overworld: Bed: Unlimited respawn times and no special respawn effects;
Nether: Respawn anchor: Energy is needed to respawn. Different energy levels determine the remaining number of respawns;
End: Ender respawn table: It needs to be activated and has energy to respawn. Different energy levels determine different respawn effects.
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It seems that you have misunderstood the original meaning of my topic. This ender respawn table can only be charged with two levels. Different levels determine the respawn effect is different, which is different from the respawn anchor's different energy levels that determine the number of respawns.
0
Please see #10 , I said this can be applied to future End updates.
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Actually 148 ancient debris, but the projectile fired by the bow cannot travel through water, while the trident can.
0
In this case, I think it is better to add a new block with respawn function than to use the respawn anchor, and the reason why it is set to be expensive is to be able to dock with the end update in the future, to make it more challenging.
But the difference between ender respawn table and respawn anchor is that the energy level of ender respawn table determines the respawn effect, that is.
After calculation, it takes 5904 ancient debris, which requires two large chests to put them, if you don't use X-ray textures, you have to blow up a save for months.
1
Welcome to vote this: https://www.reddit.com/r/minecraftsuggestions/comments/jhnlib/i_think_the_trident_can_also_have_an_enhanced/
Add a new block: Nether magnetite ore.
It is a kind of ore generated in nether, they are generated at any height in the form of ore vein. They are as common as nether gold ore.
Nether magnetite ore requires a pickaxe to be mined, in which case it drops nothing, itself or 1 nether magnetite. When mined without a pickaxe, it drops nothing. Nether magnetite ore has a 10% chance to drop a nether magnetite and 40% chance to drop nothing when mined with any pickaxe. If it does not drop nothing or nether magnetite , it drops itself as a block. If a nether magnetite ore is mined with a silk touch enchanted pickaxe, it always drops itself.
Fortune enchantment does not increase the amount dropped, but increases the chance of nether magnetite dropping and nothing. Fortune 1 increases the chance for this drop to 20%, the probability of not dropping anything is 47%; Fortune 2 increases the chance for this drop to 30%, the probability of not dropping anything is 54%; Fortune 3 increases the chance for this drop to 40%, the probability of not dropping anything is 60%.
Nether magnetite ore cannot be smelting in furnace and blast furnace.
Add a new item: Nether magnetite
They are dropped by nether magnetite ore, can be used to craft lodestone and smelting iron ingot.
Change the recipe of lodestone:
Nether magnetite can smelt iron ingots in furnace or blast furnace, but there is a 70% chance that nothing can be smelted.
Add a new item: Netherite cube
Is an item used to upgrade the trident in the smithing table.
Recipe: 4 netherite blocks + 4 ender marrow + 1 lodestone.
(About ender marrow, please browse https://www.minecraftforum.net/forums/minecraft-java-edition/suggestions/3040038-all-new-end-respawn-divice)
Add a new weapon: Abyssal trident
Is an upgraded version of trident. Its melee damage is 12 (attack speed is 1.1), and its ranged damage is 11, durability is 1525.
The difference with the trident is:
If drowneds holds abyssal trident, they can use it normally like a trident.
Recipe:
0
Well, I forgot that armor value can reduce the magic damage of arrow of harming, but the bow of power5 + infinity is damaged, you can make another one, especially if you don't lack experience later.
I think "one scratch was used to enhance 8 arrows" may be feasible, but in this case, the damage bonus can't be too high. My idea is to change "iron arrow with glass" to "iron arrow with netherite scrap", and the glass in the crafting recipe will also be changed to netherite scrap, which makes it more expensive and doesn't upset the balance.
You can even set up a semi-automatic brewing machine using the redstone system to mass produce lingering potions. Although the preparation in the early stage is complicated, the complexity in the early stage can be replaced by the simplicity in the later stage. Nether wart can be planted, spider eyes can be obtained in large quantities from the mob spawner of spiders or cave spiders, and glowstone can be trade from villagers.
I think this feature is not cool, fireworks are much more interesting than this.
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Download:
Default version: https://www.curseforge.com/minecraft/texture-packs/bloody-skeleton-pack/download/3119736
Clean version: https://www.curseforge.com/minecraft/texture-packs/bloody-skeleton-pack/download/3119731
Curseforge link: https://www.curseforge.com/minecraft/texture-packs/bloody-skeleton-pack
What's the difference between Default version and Clean version:
Review:
0
Even if it is your so-called "a small fraction", this small fraction has reached 12 points of damage, that is, using a sharp 5 diamond axe (non-critical) to attack an unarmored player, so that counts using the bow enchanted by power1 can also kill a player with full iron armor in seconds. Even if you wear diamond armors or netherite armors, you will only have 1 heart of health left with an arrow shot.
You can prepare a large number of glass bottles in your ender chest, and then set up an ender chest on the main island of End, so that the huge amount of dragon's breath is no longer a dream. Of course, the ender dragon does not need to be killed so early. It is not too late to kill the ender dragon after collecting enough dragon's breath.
Spectral arrows can be treated as double replicas of ordinary arrows, and it also has a glowing effect when hitting an entity, so that it is more convenient to shoot a second arrow at the enemy at night. Although iron arrows have 4 additional damage points than ordinary arrows, they can still be reduced by armor value. Unlike arrow of harming II, where 12 points of damage cannot be reduced by armor value. Also, I have never heard that the damage of a spectral arrow is lower than that of a normal arrow. I just think it has the same damage as a normal arrow.
Secondly, although full of arrows, iron arrows or fireworks is not a problem, it wastes the space of the inventory. Especially when you want to get more monster drops or more ores, the capacity of theinventory will be greatly limited, and enchanting infinite to the bow is a good solution to this problem. In addition, compared with the crossbow at this time, if you use a crossbow, you need to launch an arrow with fire arrow, with higher damage and repelling ability, requires the use of various kinds of arrows, which takes up more space in the inventory. As long as the bow is enchanted by flame, punch and power, all the functions of the three enchantments can be realized with one arrow, and the space occupied by the items column is less. Therefore, the bow will not be eliminated.
Regarding the question of iron arrow with glass being too cheap, I considered whether to change it to iron arrow with netherite scrap in the previous reply.
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How can it be expensive for 2 emeralds + 5 arrows to trade for 5 tipped arrows? At the very least, upgrading Fletcher villagers to master level is not particularly expensive. The second is that Arrow of Harming II can have 12 points of damage and ignore the armor value, which is impossible for ordinary iron arrows. Spectral Arrow does not have any functional overlap with the arrows I listed above, and you only need to use 1 ordinary arrow and 4 glowstone dust to get two Spectral Arrows, and glowstone dust can be traded with cleric villagers.
Of course, in the later stage, it is no problem to get a lot of dragon's breath, and the blaze rod farm can also be set up, as long as you carry a lot of cheap glass bottles.
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I know gravel doesn't always drop of flint, but it can be done with one hand holding gravel and one hand shovel. And skeletons are not very difficult mobs. As long as you use shield, stone axe (or iron axe), you can kill a skeleton in close combat. If you encounter multiple skeletons, you can kill them better by making them fight with each other. Of course, an ordinary bow or crossbow with a small number of arrows can also be sneaked into the skeleton to get more arrows.
I considered the imbalance of iron arrow with glass and it was indeed too cheap, but I later thought that replacing it with iron arrow with netherite scarp might become less cheap.
0
Well, I overlooked that the firework rocket can put 7 firework stars, but even so, the damage will not be higher than the power5 bow, because the minimum damage of the power5 bow is 23 points when the bow is full.
But infinite enchantment is generally very arrow-saving. Even if you can’t use experience to repair it, you can rebuild another bow with the same enchantment if you damage a bow, or repair it on an anvil, so If you have to face a large number of enemies frequently, in general it is more cost-effective to enchant infinite.
However, the fact is that the arrows fired by a flame enchanted bow cannot be deceived. Power enchantment also can't deceive, because the damage can basically be estimated what damage the opponent's bow has.
However, the functions of the arrows I listed above do not overlap with all the tipped arrows. Although the bow is not penetrating, the power5 enchanted bow will have considerable damage output and save arrows.In survival mode, iron arrow can not be obtained by other methods except by synthesizing in the craftinging table. In this case, ordinary arrows are cheaper than iron arrows and firework rockets.
No, because if the bow has power5, there will be more problems.
0
As I said above, these arrows can only be charged on crossbows
0
However, the bow’s power5 enchantment can have 23 points of damage with one arrow, which is higher than the current 11 points of damage of the crossbow. Moreover, the bow can also be enchant infinity, which makes the bow’s damage output higher than that of the crossbow, also save more arrows. Although the piercing enchantment can shoot through more enemies, the damage output of the crossbow makes it necessary to shoot more times when the opponent's defense points are high, or charge more crossbows to completely eliminate those enemies. Although the multishot spell can have a wider shooting range, it also suffers from the attack damage problem, and the punch enchantment of the bow can even make the enemy difficult to approach. Is the current crossbow OK?
Although firework rockets can be fired in a straight line, their attack damage is too low (only 5-6 damage), so instead of using firework rockets, it is better to use arrows.
Regarding "Buried Treasures", please improve your reading comprehension before replying to my sentence, because I have mentioned this. After you improve your reading comprehension, return to the trident.