Does a higher enchantability mean you a better chance at certain enchants? I guess the real question is - what does enchantability mean?
I'm on Xbox 360 and you don't have the enchant hints. My map is pretty short on diamonds (I've found 8) so I don't want to waste them trying to get fortune. I have an efficiency and unbreaking diamond pickaxe already. I was thinking about enchanting a bunch of gold ones because I have so much gold. I would try to get unbreaking and fortune on that one. Or should I just do books?
I guess I had a bunch of rambling questions. Thanks for your help!
Yes, you actually require a certain level of enchantability to even get certain enchantments. Having a higher enchantibility level also increases your chance of getting a high level enchantment(Power 5). Gold really isn't that good durability wise, even with unbreaking 3 so make plenty of them.
Good to know, thanks. So let's say I go the route of enchanting books in order to add to my existing (or a new) diamond pick. What level is the minimum enchant level for fortune?
Enchantability is pretty much what you think it is - the higher, the more likely you are to get high-end enchantments like Fortune, and at higher levels, as well as more multiple enchantments. Iron tools have a higher enchantability so it is better; by contrast diamond armor is better than iron, however, this means you are more likely to get enchantments like Projectile Protection and Thirns, which are "bad" because one only protects against certain sources of damage and the other makes your armor as weak as gold durability-wise. For tools though it is generally better (though getting Fortune on an axe is of little use; sure, you can use it on leaves but that wastes the durability).
Here is a site that will calculate the enchantments you can get at a certain level; generally, level 30 is the vest level (lowest overall XP cost to get a given enchantment). Note that the console edition is based on 1.6.4 so you want to select that version. Here is what it shows for gold, iron, and diamond pickaxes at level 30:
Possible enchants for gold pickaxe at level 30...
Efficiency IV: 40.6%
Unbreaking III: 31%
Fortune III: 12%
Silk Touch I: 7.3%
Efficiency V: 4.4%
Efficiency III: 2%
Fortune II: 1.9%
You have a 32% chance of getting a 2nd enchant.
You have a 17% chance of getting a 3rd enchant.
You have a 9.5% chance of getting a 4th enchant.
Possible enchants for iron pickaxe at level 30...
Efficiency IV: 43.2%
Unbreaking III: 30.9%
Fortune III: 10.2%
Silk Touch I: 6.8%
Efficiency III: 4%
Fortune II: 3.9%
Efficiency V: 0.2%
You have a 32% chance of getting a 2nd enchant.
You have a 17% chance of getting a 3rd enchant.
You have a 9.5% chance of getting a 4th enchant.
Possible enchants for diamond pickaxe at level 30...
Efficiency IV: 40.5%
Unbreaking III: 30.9%
Fortune III: 8.1%
Efficiency III: 7.1%
Silk Touch I: 7.1%
Fortune II: 5.8%
You have a 32% chance of getting a 2nd enchant.
You have a 17% chance of getting a 3rd enchant.
You have a 9.5% chance of getting a 4th enchant.
This means to get Fortune III on average you need to enchant 8.3 gold, 9.8 iron, or 12.3 diamond pickaxes. You can also see that gold pickaxes can get Efficiency V, and iron pickaxes have a very small chance as well, but diamond can only get Efficiency IV; by contrast, the chance of Silk Touch is pretty much the same since it starts from a much lower enchantability so has leveled out by this point. Interestingly enough, they all have the same chances of multiple enchantments, so that may not actually depend on enchantability, only the level you enchant at. Note that enchanting gold pickaxes is a complete waste of XP and time - they can't mine diamond ore - and indeed, any ore other than coal and Nether quartz, and even if they could they only last for 33 uses (around 132 with Unbreaking III - that's still only equivalent to a stone tool).
Also, there are many, many diamonds on your map; even the 862x862 (actually 864x864 but the outermost block is unusable) maps in the console edition have over 9,000 diamond ore (yes, seriously over 9,000; 864 / 16 = 54 chunks; 54 ^ 2 = 2,916, times 3.1 = 9,040). That's a huge amount of diamond ore; even one layer of branch-mining at y=11 will get about a third of that, still more than 3,000 ore. Personally, I think people greatly exaggerate the importance of Fortune over good mining techniques (for example, clearing out a large room is a bad way to mine, as opposed to mining 1x2 tunnels at y=11 or lower, ideally at least four blocks apart (3 blocks between tunnels) so you don't expose the same (usually 2 blocks wide), vein between adjacent tunnels).
I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
because it doubles the damage the armor takes as opposed to not having it. im assuming its put into the game because thorns without a drawback would be a little op
because it doubles the damage the armor takes as opposed to not having it. im assuming its put into the game because thorns without a drawback would be a little op
But you have to receive damage in order for Thorns to work, and the damage that Thorns deals is very low, not even as much as a wooden sword at the high end, only a punch at the low end. Really, it is just about the most useless enchantment I can think of; the durability of even diamond armor is pathetic enough already (it already loses multiple points per hit depending on how much damage you get, and that is across four pieces; just watch a PvP match some time and see how fast it breaks, even with Unbreaking (which is nearly useless, even if you put on something like Unbreaking 1000), while diamond swords without Unbreaking survive the match with hardly any durability loss). Also, in older versions the cost, particularly the repair cost, is just obscene.
Not only that, it actually takes away FOUR points of durability when it deals damage - and two otherwise; yes, it takes away durability even when it has no effect!
Now you see why I did this (that's for all pieces and matches the durability of tools as iron does; why does each piece of armor have a different durability when tools are all the same? Durability loss is also always one point per hit no matter the damage source):
I also did this to diamond armor; 1,500 durability for all pieces, matching the difference between iron and diamond tools; that said, I also changed the protection points so you get 50% more damage in full armor (70% damage reduction; iron and other armor is still the same), thus enchantments are more necessary; with full armor and Protection IV x 2 you get an average 79% damage reduction, still slightly less than vanilla diamond armor. Also, if you put Thorns III on amethyst armor it costs an insane 49 levels to repair, so yeah, armor = RIP. Sure, you no longer pay for enchantments (except when combining) or durability in 1.8 but the cost increases exponentially no matter what.
Because of the last, you also do not want to combine items (including books) to get higher level enchantments, unless it is an item that is rarely used, such as the Silk Touch pickaxe I use to mine Ender chests. Making a Fortune III pickaxe this way may also be practical as 1,562 diamond ore (without Unbreaking) is a lot of diamonds.
Note: I've been told that in the console edition renaming does not stop the cost from increasing, so the same rules as in 1.8 apply, even more because of the costs for the number of enchantments and durability restored, though it only increases by 2 per anvil operation (see here for the pre-1.8 anvil mechanics, which also apply to the console edition, except for the renaming).
But you have to receive damage in order for Thorns to work, and the damage that Thorns deals is very low, not even as much as a wooden sword at the high end, only a punch at the low end. Really, it is just about the most useless enchantment I can think of; the durability of even diamond armor is pathetic enough already (it already loses multiple points per hit depending on how much damage you get, and that is across four pieces; just watch a PvP match some time and see how fast it breaks, even with Unbreaking (which is nearly useless, even if you put on something like Unbreaking 1000), while diamond swords without Unbreaking survive the match with hardly any durability loss). Also, in older versions the cost, particularly the repair cost, is just obscene.
Not only that, it actually takes away FOUR points of durability when it deals damage - and two otherwise; yes, it takes away durability even when it has no effect!
Now you see why I did this (that's for all pieces and matches the durability of tools as iron does; why does each piece of armor have a different durability when tools are all the same? Durability loss is also always one point per hit no matter the damage source):
I also did this to diamond armor; 1,500 durability for all pieces, matching the difference between iron and diamond tools; that said, I also changed the protection points so you get 50% more damage in full armor (70% damage reduction; iron and other armor is still the same), thus enchantments are more necessary; with full armor and Protection IV x 2 you get an average 79% damage reduction, still slightly less than vanilla diamond armor. Also, if you put Thorns III on amethyst armor it costs an insane 49 levels to repair, so yeah, armor = RIP. Sure, you no longer pay for enchantments (except when combining) or durability in 1.8 but the cost increases exponentially no matter what.
Because of the last, you also do not want to combine items (including books) to get higher level enchantments, unless it is an item that is rarely used, such as the Silk Touch pickaxe I use to mine Ender chests. Making a Fortune III pickaxe this way may also be practical as 1,562 diamond ore (without Unbreaking) is a lot of diamonds.
Note: I've been told that in the console edition renaming does not stop the cost from increasing, so the same rules as in 1.8 apply, even more because of the costs for the number of enchantments and durability restored, though it only increases by 2 per anvil operation (see here for the pre-1.8 anvil mechanics, which also apply to the console edition, except for the renaming).
how does any of that matter, your comparing modded mc to vanilla values, and then you go further stating that you changed not only the durability stats of the vanilla items but also the values on the enchantments. everything your saying is irrelevant considering your not useing normal basic vanilla stats on any of it. and please dont quote me to try to argue a point when your not even talking about the same circumstances, if we all did that its not that hard to change thorns to 0 durability taken etc. its pointless to even try. thorns in and of itself takes extra durability because of the damage taken from the hit, and the damage from armor itself essentially "attacking" the mob and taking durability loss from that. please dont bring things that youve done to change the game to argue a point that doesnt even count. thank
you
also the armor and tools all have different durabilities depending on how much of a material it takes to make them and the lvl of the material used. there not all the same
how does any of that matter, your comparing modded mc to vanilla values, and then you go further stating that you changed not only the durability stats of the vanilla items but also the values on the enchantments. everything your saying is irrelevant considering your not useing normal basic vanilla stats on any of it. and please dont quote me to try to argue a point when your not even talking about the same circumstances, if we all did that its not that hard to change thorns to 0 durability taken etc. its pointless to even try. thorns in and of itself takes extra durability because of the damage taken from the hit, and the damage from armor itself essentially "attacking" the mob and taking durability loss from that. please dont bring things that youve done to change the game to argue a point that doesnt even count. thank
you
also the armor and tools all have different durabilities depending on how much of a material it takes to make them and the lvl of the material used. there not all the same
Go ahead, try editing what the Wiki says about the durability of a shovel and a pickaxe - how come they both have the same durability (for the same material) even though one takes three times the resources? Huh? So you are WRONG in that regard - armor doesn't even follow what you say (the Wiki even has a nice "durability/unit" table here)! You have to ask Notch why he did that.
And my post is relevant; PLEASE just read the Wiki and see for yourself if I'm right or not - and again, EDIT THE WIKI if you think it is wrong:
(Level × 15)% chance of inflicting 1-4 (or Level - 10 if Level > 10) damage on anyone who attacks wearer. In addition to the normal durability reduction for being hit, reduces durability by 3 points when inflicting damage and 1 point otherwise. If present on multiple pieces of armor, only the "bottommost" piece of armor counts.
See? I am right about Thorns only dealing 1-4 damage (a punch to a bit less than a wooden sword, which does say +4 attack damage - but that adds to your unarmed damage of 1, thus why they show 5 damage here) and making armor lose 2-4 durability per hit (4 if it deals damage).
Similarly, the last part about combining books or items to raise enchantments is also correct - JUST READ THIS about how the prior work penalty increases with every anvil operation. I just mentioned my mod because it makes a good case against Thorns.
By your logic they should make Sharpness and critical hits wear out swords faster.
Seriously, I think you are stalking me (you also made a similar post against me in another thread) and trying to make me look stupid and know nothing at all about vanilla mechanics... which is such a huge insult, well ...
Does a higher enchantability mean you a better chance at certain enchants? I guess the real question is - what does enchantability mean?
I'm on Xbox 360 and you don't have the enchant hints. My map is pretty short on diamonds (I've found 8) so I don't want to waste them trying to get fortune. I have an efficiency and unbreaking diamond pickaxe already. I was thinking about enchanting a bunch of gold ones because I have so much gold. I would try to get unbreaking and fortune on that one. Or should I just do books?
I guess I had a bunch of rambling questions. Thanks for your help!
Yes, you actually require a certain level of enchantability to even get certain enchantments. Having a higher enchantibility level also increases your chance of getting a high level enchantment(Power 5). Gold really isn't that good durability wise, even with unbreaking 3 so make plenty of them.
Good to know, thanks. So let's say I go the route of enchanting books in order to add to my existing (or a new) diamond pick. What level is the minimum enchant level for fortune?
Enchantability is pretty much what you think it is - the higher, the more likely you are to get high-end enchantments like Fortune, and at higher levels, as well as more multiple enchantments. Iron tools have a higher enchantability so it is better; by contrast diamond armor is better than iron, however, this means you are more likely to get enchantments like Projectile Protection and Thirns, which are "bad" because one only protects against certain sources of damage and the other makes your armor as weak as gold durability-wise. For tools though it is generally better (though getting Fortune on an axe is of little use; sure, you can use it on leaves but that wastes the durability).
Here is a site that will calculate the enchantments you can get at a certain level; generally, level 30 is the vest level (lowest overall XP cost to get a given enchantment). Note that the console edition is based on 1.6.4 so you want to select that version. Here is what it shows for gold, iron, and diamond pickaxes at level 30:
This means to get Fortune III on average you need to enchant 8.3 gold, 9.8 iron, or 12.3 diamond pickaxes. You can also see that gold pickaxes can get Efficiency V, and iron pickaxes have a very small chance as well, but diamond can only get Efficiency IV; by contrast, the chance of Silk Touch is pretty much the same since it starts from a much lower enchantability so has leveled out by this point. Interestingly enough, they all have the same chances of multiple enchantments, so that may not actually depend on enchantability, only the level you enchant at. Note that enchanting gold pickaxes is a complete waste of XP and time - they can't mine diamond ore - and indeed, any ore other than coal and Nether quartz, and even if they could they only last for 33 uses (around 132 with Unbreaking III - that's still only equivalent to a stone tool).
Also, there are many, many diamonds on your map; even the 862x862 (actually 864x864 but the outermost block is unusable) maps in the console edition have over 9,000 diamond ore (yes, seriously over 9,000; 864 / 16 = 54 chunks; 54 ^ 2 = 2,916, times 3.1 = 9,040). That's a huge amount of diamond ore; even one layer of branch-mining at y=11 will get about a third of that, still more than 3,000 ore. Personally, I think people greatly exaggerate the importance of Fortune over good mining techniques (for example, clearing out a large room is a bad way to mine, as opposed to mining 1x2 tunnels at y=11 or lower, ideally at least four blocks apart (3 blocks between tunnels) so you don't expose the same (usually 2 blocks wide), vein between adjacent tunnels).
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?
Why does Thorns reduce the armor's durability?
I must not fear. Fear is the mind-killer. I will face my fear. I will let it pass over me and through me, and when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
because it doubles the damage the armor takes as opposed to not having it. im assuming its put into the game because thorns without a drawback would be a little op
Because your dealing damage to things that hurt you. So it would be logical there is a bad side to it.
- C.C.
Awesome info, thanks! Looks like iron is the way to go for particular dilemma. I know the diamonds are out there somewhere...
But you have to receive damage in order for Thorns to work, and the damage that Thorns deals is very low, not even as much as a wooden sword at the high end, only a punch at the low end. Really, it is just about the most useless enchantment I can think of; the durability of even diamond armor is pathetic enough already (it already loses multiple points per hit depending on how much damage you get, and that is across four pieces; just watch a PvP match some time and see how fast it breaks, even with Unbreaking (which is nearly useless, even if you put on something like Unbreaking 1000), while diamond swords without Unbreaking survive the match with hardly any durability loss). Also, in older versions the cost, particularly the repair cost, is just obscene.
Not only that, it actually takes away FOUR points of durability when it deals damage - and two otherwise; yes, it takes away durability even when it has no effect!
Now you see why I did this (that's for all pieces and matches the durability of tools as iron does; why does each piece of armor have a different durability when tools are all the same? Durability loss is also always one point per hit no matter the damage source):
I also did this to diamond armor; 1,500 durability for all pieces, matching the difference between iron and diamond tools; that said, I also changed the protection points so you get 50% more damage in full armor (70% damage reduction; iron and other armor is still the same), thus enchantments are more necessary; with full armor and Protection IV x 2 you get an average 79% damage reduction, still slightly less than vanilla diamond armor. Also, if you put Thorns III on amethyst armor it costs an insane 49 levels to repair, so yeah, armor = RIP. Sure, you no longer pay for enchantments (except when combining) or durability in 1.8 but the cost increases exponentially no matter what.
Because of the last, you also do not want to combine items (including books) to get higher level enchantments, unless it is an item that is rarely used, such as the Silk Touch pickaxe I use to mine Ender chests. Making a Fortune III pickaxe this way may also be practical as 1,562 diamond ore (without Unbreaking) is a lot of diamonds.
Note: I've been told that in the console edition renaming does not stop the cost from increasing, so the same rules as in 1.8 apply, even more because of the costs for the number of enchantments and durability restored, though it only increases by 2 per anvil operation (see here for the pre-1.8 anvil mechanics, which also apply to the console edition, except for the renaming).
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?
how does any of that matter, your comparing modded mc to vanilla values, and then you go further stating that you changed not only the durability stats of the vanilla items but also the values on the enchantments. everything your saying is irrelevant considering your not useing normal basic vanilla stats on any of it. and please dont quote me to try to argue a point when your not even talking about the same circumstances, if we all did that its not that hard to change thorns to 0 durability taken etc. its pointless to even try. thorns in and of itself takes extra durability because of the damage taken from the hit, and the damage from armor itself essentially "attacking" the mob and taking durability loss from that. please dont bring things that youve done to change the game to argue a point that doesnt even count. thank
you
also the armor and tools all have different durabilities depending on how much of a material it takes to make them and the lvl of the material used. there not all the same
Go ahead, try editing what the Wiki says about the durability of a shovel and a pickaxe - how come they both have the same durability (for the same material) even though one takes three times the resources? Huh? So you are WRONG in that regard - armor doesn't even follow what you say (the Wiki even has a nice "durability/unit" table here)! You have to ask Notch why he did that.
And my post is relevant; PLEASE just read the Wiki and see for yourself if I'm right or not - and again, EDIT THE WIKI if you think it is wrong:
See? I am right about Thorns only dealing 1-4 damage (a punch to a bit less than a wooden sword, which does say +4 attack damage - but that adds to your unarmed damage of 1, thus why they show 5 damage here) and making armor lose 2-4 durability per hit (4 if it deals damage).
Similarly, the last part about combining books or items to raise enchantments is also correct - JUST READ THIS about how the prior work penalty increases with every anvil operation. I just mentioned my mod because it makes a good case against Thorns.
By your logic they should make Sharpness and critical hits wear out swords faster.
Seriously, I think you are stalking me (you also made a similar post against me in another thread) and trying to make me look stupid and know nothing at all about vanilla mechanics... which is such a huge insult, well ...
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?