This is a simple suggestion for a few more arthropod themed mobs and tweaks to existing enchantments to make Bane of Arthropods more useful.
Firstly, Silverfish should work a bit more like Slimes. In certain Silverfish "chunks" Silverfish blocks would spawn in groups of 2-5, and Silverfish would spawn at the rate of a Slime in Extreme Hills biomes only, spawning at half the rate in "hilly" biomes.
Silverfish now drop 0-1 Hardy Scales uncommonly. More on this new item later, though. It's a semi-common drop from most Arthropods, and that's all you need to know.
Secondly, a new mob. Oceans always need more life, right? Well, that's what you're getting. Oceans now spawn a special Arthropod, the Eurypterid! Basically, it's a giant Sea scorpion. If someone could provide some concept art for a simple model for this thing, that'd be great. Its almost the size of a spider, so it takes up a 2x1x2 spawning space.
It can be found rarely in Oceans and uncommonly in Deep Oceans on the bottom only. They also tend to spawn semi-commonly inside of the perimeter of Ocean Monuments. Otherwise, they spawn in groups in Oceans and on beaches, albeit uncommonly.
Anyway, these are the stats: these guys attack by, in the water, swimming up below you and knocking you a 3 blocks into the air, doing 3 hearts on Easy, 5 hearts on Normal, and 7 hearts on Hard. On land, it would jump at you and snap at you with its claws, dealing 1 heart - 5 hearts on Easy, 3 - 7 hearts on Normal, and 4 - 8 hearts on Hard. It has eighteen hearts and five armor bars, keeping with the "armored" exo-skeleton trend.
Real basic, adds some danger to the normal Oceans, so you'll probably need a bigger boat... more more on that later.
Eurypterids drop 0-2 Hardy Scales uncommonly.
Thirdly, a new End mob... the Ender Morphos. This is a mainly passive mob just for looks. Its size ranges from Spider size to Enderman size, resulting in three sizes including Player size. It will uncommonly teleport around and continue flying around in erratic, bat-like patterns. They spawn as commonly as bats underground, but about twice as rarely as Endermen overground.
They do no damage unless looked at, and have a total health of 37 hearts. That's one hardy butterfly. Their attack is a bit... different. When angered, they use a guardian-like attack on the player, dealing 3-5 hearts in Easy, 4.5-7 in Normal, and 6-9 in Hard. Here's the kicker, though... sometimes, this attack teleports you to it, its common height being 3-6 blocks in the air. This teleportation effect only happens 30% of the time, so don't worry, and don't mind the odd number.
This new mob drops 1-2 Ender-pearls upon death. They, of course, spawn commonly in the End, resulting in a bit more difficulty to the Dragon battle. Like Endermen, they hate water.
Fourthly, Another new mob! The wasp. I recently saw a post highlighting the fact that there aren't like, ANY common flying overworld enemies, unlike the Nether. So here's a new common mob, the wasp! the wasp flies around aimlessly until it sees you, and then it attacks. It approaches and stings you and then rears back. the sting attack is very basic, and it deals 2 hearts on Easy, 4 on Normal, and 7 on Hard. The wasp has 17 hearts. It drops 0-1 hardy scales rarely.
Fifthly, I wanted to add two or three more arthropods, two common(one being in the nether) and one uncommon but spawns in an overworld biome to encourage exploration. My overworld biomes that I want to add a mob to are either Mega Taiga, Ice Spikes, Mesa, or maybe very rarely in Roofed Forest.
Suggest something! I want to hear your opinions.
Sixthly, a bit of a buff to existing Arthropods. Silverfish now recieve a health buff of about 1.5 hearts when another Silverfish is within 3 blocks, buffing it for a maximum of 5 extra hearts. Spiders now do two more hearts of damage, go twice as fast, and have twice the radius of awareness. They get an extra 5.5 hearts of health, too. Cave Spiders now take up half of Spider spawns underground, as well.
Seventhly, Enchantments get a bit of a nerf/buff. Smite now does less damage when used on any mob that isn't undead, and Sharpness does less damage to Undead and Arthropods than it did before, making its damage mainly for use on Guardians, Creepers, Endermen, Blaze... etc. It's still effective on a lot of mobs+players, and still buffs your damage against mobs in general, just less so to undead and arthropods. I don't know what percentage of damage it should do less on Undead and Arthropod mobs, so suggest that below.
BoA is getting a bit of a buff, as well. It makes a small AoE effect, resulting in every mob in the four blocks directly adjacent to the attacked mob, 2/4 damage would be done, in the blocks adjacent to those, 1/4, and adjacent to those,
0.5/4 and then no damage.
Anyway, it wouldn't effect damage done to Arthropods much, and it would really make it useful for fighting the now-buffed Silverfish. BoA would not do as much damage as Sharpness does to regular mobs, of course, and it wouldn't do as much damage when used on any undead mobs. This is my solvent to the enchanting problems.
Eighthly, I'll finally explain the new drops. Hardy Scales can be crafted into an Exo-Skeleton by putting them in a plus pattern in the crafting table. Now here comes the goodies... you can make an Armored Boat which can withstand more than a regular boat by putting three Exo-skeletons on the bottom of a boat in the crafting table.
Iron is now receiving a nerf, too. Iron armor is now crafted more like... this.
Chestplate:
Leggings:
Helmet:
Boots:
Porkchops being leather, naturally.
And Iron armor now gives 10 armor points(Helmet: 1, Chestplate: 5, Leggings: 3 Boots: 1), and it has a new texture with a bit of leather in between armor pieces, but cannot be dyed. This makes chain armor more valuable, and leaves room to bridge the gap between diamond and iron. If you don't like these changes, tell me below and what I can do to improve.
Now, to bridge the newly created super large gap between Iron and Diamond, I introduce... Hardy Leather armor! You can craft it by either placing a piece of chain armor and leather armor together in a shapeless recipe, OR...
craft a few exo-skeletons and replace Iron in the Iron armor recipe for an exo-skeleton.
The thing that sets this armor apart is number 1, its texture. It replaces the portion of the Leather that shows up after dyeing by totally un-saturating it, making it grey and more scale/exo-skeleton like. Number 2, is that you can still dye this armor. Now you can have the benefit of more powerful Iron armor and dye it, too! Number 3, is that it has high enchantability because it retains Leather's enchantability of 15. See this. Number 4 is that it gives you what Iron currently gives you, 15 armor points, retaining Iron's stats.
What makes this armor so good is that it has high enchantability but isn't quite as powerful as diamond is. All in all, you can customize, highly enchant, and have near-diamond level armor(which was surprisingly easy to get with a good stripmine) for twice the cost! Unless you have BoA and a water breathing potion and are willing to harvest Eurypterids in large amounts, you're not going to be getting many Hardy scales, which makes this armor late-game, but worth it.
That's all, folks! I improved on the suggestion a bit, so I hope you like it!
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
There are several reasons BoA sucks compared to Smite. Notably, most mobs vulnerable to BoA already have low health to begin with; this allows Sharpness to take them down relatively effectively. Silverfish can be oneshot without any enchantments, and Sharpness IV and V can oneshot a Cave Spider. Regular spiders can also be oneshot by Sharpness V swords on a crit. It doesn't help that the one enemy where BoA is actually helpfulish (spiders) is by far the weakest of the four common mobs.
Smite, in contrast, affects mobs with the standard amount of health (or slightly more). This allows the mobs to always survive at least two hits from Sharpness V swords regardless of crits; however, both types of skeletons will be oneshot from a normal blow from a Smite V sword, and both zombies will be oneshot from a Smite V crit. It also doesn't hurt that undead are a lot more common than arthopods; two of the four common mobs are undead, and zombies summon reinforcements which makes them by and far away the most common hostile mob. Pigzombies plague the entire Nether, and even though wither skeletons are rare you need to grind a crapton of them if you want a Beacon. This makes Smite a viable choice over Sharpness, whereas BoA is a far cry from it.
Namely: what you miss that undead are a lot more common than arthopods. Most of the new mobs you're adding are restricted to relatively backwater (sometimes literally) areas, meaning BoA still won't be used more often than Smite.
Now, for a comparison of Sharpness V and BoA V against the new mobs you're adding. For reference, Sharpness V does 14.25 damage (18.25 on a crit) and Bane does 20.5 (24.5 on a crit).
Silverfish Queens have the same health as a spider (16). Sharpness V crits will oneshot them, and any BoA attack will as well. BoA isn't a huge improvement.
Eurypterids have 23 health, meaning it will always take a Sharpness V sword two hits, yet a BoA V sword can oneshot them on a crit... except they're almost always found underwater, where you cannot crit! This means that the vast majority of the time you fight these, BoA and Sharpness will be identical.
Magma spiders have an effective life of 34.19. BoA will take two shots to kill it, crit or no crit. Sharpness will two-shot it with two crits, and otherwise takes three. Not too good. (This is being generous to Sharpness; the effective life assumes that the protection of the shell only applies to the first 22 life, whereas most of these would kill the spider before breaking the shell and the damage would probably be calculated as the spider having armor for its entire life... two non-crit Sharpness hits will break it without killing it, but the reduced defense won't help you.)
Enderflies have 30 life are the same as magma spiders, except Sharpness needs only one crit and a regular hit to two-shot it instead of two crits.
It's still not enough to entice me to use BoA, honestly. It might make me more willing to use Sharpness, though, since it devalues Smite a tiny bit by diluting parts of the world with mobs that have more health than average.
As for the mobs themselves: Magma spiders don't seem very unique to me, basically (faster?) zombies that live in magma. Silverfish queen isn't really a huge improvement over the average silverfish (being basically a spider that deals a smidgeon more damage). The other two mobs are fairly unique, though, although damage is fairly low all around (it is in vanilla too, sadly).
Overall, half support. It doesn't really add much of a reason to use BoA over Sharpness/Smite since all of these are fairly uncommon, but I'm still a sucker for new mobs and I like the concepts of eurypterids and enderflies. I would consider adding hostile arthopods to caves and the rest of the Nether if you're going to add more.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Could support having the silverfish concept in more biomes. They are the only mobs which 'suddenly' appear. While mining, all the other mobs can be watched around you if you pay attention (I'm using Rei's minimap).
First time I whacked a block and 5 silverfish exploded out of the wall, I about needed to change my undies.
Could support having the silverfish concept in more biomes. They are the only mobs which 'suddenly' appear. While mining, all the other mobs can be watched around you if you pay attention (I'm using Rei's minimap).
First time I whacked a block and 5 silverfish exploded out of the wall, I about needed to change my undies.
BoA is pretty worthless against silverfish, though, since an unenchanted diamond sword already oneshots them without a crit; enchants of any kind are overkill against them. The point is kinda to make BoA less worthless.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Improved on the suggestion a little bit, so I hope you like the changes. I intend on making more changes later, but until then, tell me what you think and what you criticize.
I think Kholdstare already all the majors things and I don't think any edits have address them. That said, I do think adding a few more antropods wouldn't be a bad idea (such as scorpions or whatever).
One thing that I wanted to mention is that I really dislike suggestions that add new mats - especially unnecessary mats that add no new functionality. Unfortunately, both new mats in this suggestion fall in the useless category. Even PineappleWitness can't think of a reason for bug antennae to exist which is a pretty good sign that you don't need to include them.
I think Kholdstare already all the majors things and I don't think any edits have address them. That said, I do think adding a few more antropods wouldn't be a bad idea (such as scorpions or whatever).
One thing that I wanted to mention is that I really dislike suggestions that add new mats - especially unnecessary mats that add no new functionality. Unfortunately, both new mats in this suggestion fall in the useless category. Even PineappleWitness can't think of a reason for bug antennae to exist which is a pretty good sign that you don't need to include them.
Response below, because, frankly, I disagree.
Add new "mats"? I'll assume you meant mobs. Anyway, I beg your pardon sir, but these mobs do have functionality. Number 1, the Silverfish queen makes strip-mining, and mining in general(especially in extreme hills), just a bit more dangerous, which is always good. Increased difficulty is the one thing that we need in Minecraft.
Number 2, the Eurypterid encourages and discourages Ocean exploration. It discourages it only in the sense that it adds some danger to oceans, which discourage traveling through them without the proper equipment. WITH the proper equipment it encourages it and use of BoA, due to the fact that Eurypterids make their homes in shipwrecks which have possibly valuable loot.
Number 3, the Ender Morphos' and its drops do have a purpose. Ender Morphos' adds more use for an otherwise useless enchantment(as you'll probably be seeing them underground a lot, which means they may attack you, adding to your purpose in having BoA.), and it adds another(actually fleshed out) End mob, which we need. Furthermore, it's Antennae are useful as they can craft a Red-stone receiver, which I intend to add a very important use for. I'm thinking of being able to provide a certain block within a certain radius with a redstone signal, but i'm not sure how it would work.
Number 3, I added even more incentive to use BoA by buffing Arthropods, making Sharpness less effective on Arthropods+Undead, and buffing the Arthropods' damage. I also removed the Magma Spider, which I really didn't like and felt like it would be too mod-like. Frankly, you might not want to use BoA often for your common caving adventures or anything, but you might want to consider it if you're searching for valuable materials used to make a redstone contraption, a safer boat, a sweet pair of armor, and blocks of underwater ore. I will continue to make edits that encourage use for BoA in the common setting, as well.
Overall, what I HAVE completed so far is a suggestion that would turn the BoA enchantment into something desirable in at least SOME case, meanwhile before you might've thought it a junk enchant.
Hardy scales are okay, I guess, although personally I would rather see iron armor nerfed and have the scale armor take its place. Also allows you to cheese your way to a full armor bar by equipping the pieces that give diamond protection and filling the other spots with diamond armor.
Antennae are pretty worthless, I agree. A potion might be a potential use for it, but potions tend to be useless more often than not.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I am receptive to the silverfish idea, somewhat. I do like the spawning in extreme hills and half that rate in hills biomes. Not crazy about the silverfish queen or increased size of silverfish idea. I think it might work a bit better with silverfish remaining their small size and spawning in random numbered groups, much like how they pop out of "infested" blocks but rather spawn in ... Herds? Flocks? Gaggles? What do you call a group of silverfish?. This would lend a usefulness into your proposed buff of BoA and the area of effect addition. On that note a little increase in the area of effect might be in order to positively affect the utility of the enchant. Perhaps a 3x3 square or even a 4x4 grid around the attacked arthropod takes 1/2 an amount of damage dealt to the target. This might make BoA attractive and useful enough to obtain if swarming silverfish and clusters of spiders were easier to deal with with this enchant.
I am a bit on the fence about toning down sharpness and other enchants to bring BoA up to a level on par with them as far as attractiveness though. I think it would be an issue to keep in mind, but tried out in a snapshot to see if it would really be necessary.
I also like a possible arthropod ocean dweller, but would rather see something like a trilobite or whatever those prehistoric horseshoe crab looking things are called or something like that. It could survive in water and still come up onto land. I mention this only because I think there is a sizable amount of players who have no need or desire to ever really frequent the ocean. This way they have the option and opportunity to see, utilize, and be challenged by this new arthropod without absolutely needing to start frequenting the ocean biomes - only shorelines and near water.
All the additional drops you proposed I would recommend holding off on. I like the mobs, but do not see a need to immediately throw all the other items into it. Lapis was around for a bit with no other purpose other than decoration for a bit while they tweaked the usage and need for it, I think these proposed mobs could function as a placeholder of sorts until a better use and dropped items could be figured out.
i don't really care for the shipwreck ideas. This is filling in blanks too much in my opinion. There are no ships in Minecraft other than what the player wants to put in, and I think it should follow that line and leave that in mod territory.
The bat thing idea didn't excite me either. Perhaps another arthropod mob to put an arthropod in the End for BoA to be useful against?
Well, I see I still need to do some improving to the idea. I'll try and do that as soon as I have time.
I do really appreciate all your feedback and i'm going to take it into much consideration. An idea isn't good enough for Minecraft until it's perfect. Well, that's my belief anyway. Thanks for your help in making this idea one step more perfect!
I finally got to update this, because I had a spark of inspiration. Oops! Forgot to change Eurypterid spawning... i'll change that right now-- anyway, just wanted to let ya'll know.
Honestly one of the better suggestions. Sadly, that's not entirely good news. I have seen A LOT of suggestions. I would actually like the nerf of Sharpness in favour of Bane of Arthropods, especially since I have a ton of BOA in my chests in survival mode. I carried around a BOA IV sword on a server I was on. I hated spiders with a passion, since I was mainly a spawner hunter. I actually like the eurypterid idea. It's good to meet someone who appreciates paleolithic monsters as much as I do! I don't like the armour idea, concerning the iron armour, since it's not a true nerf as it becomes more easily renewable. Lastly, I think the arthropods inclusion idea makes overall sense.
You have 600 permille of my support!
Hey, thanks for the support! Also, what do you mean "it's not a true nerf as it becomes more easily renewable."? Are you talking about the fact that it's not really limiting due to Iron's abundant nature? I really can't suggest anything to change how common Iron is, but I can nerf its effectiveness, and that's about it.
If I could nerf the rate that Iron spawns in the world I don't really think I would, too. If Iron was less common people would just build more Iron Golem farms anyway, but my suggestion actually makes leather and leather armor more useful, as it is required to make Iron Armor and one of the top tier armors.
I don't like the armour idea, concerning the iron armour, since it's not a true nerf as it becomes more easily renewable.
The iron armor nerf is actually pretty huge, even though it doesn't look like it. Iron armor as it is makes you take only 40% damage, basically boosting your health to by 30. The nerfed iron armor, however, leaves you taking 60% damage, which is actually boosting your life by 13... less than half its original effectiveness.
Armor icons are deceptive in general. Diamond armor is twice as good as vanilla iron armor and this suggestion's diamond armor, but you wouldn't guess that just from the armor bar, would you?
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Furthermore, I don't fully understand why the nerf was a thing. It doesn't fit with the rest of the post (where my 400 permille is missing).
The nerf is mostly in place because there isn't much of a reason to use Hardy Scalemail (it's not called that but it rolls off the internet-tongue easier :P) with pre-nerf Iron Armor in existence; even if you buff Hardy Scalemail, Iron Armor is still powerful enough to protect you from almost all damage anyway so it's a pointless upgrade. Its original implementation was that the Hardy Scalemail helmet and leggings (I think) had iron-level protection, and that the chestplate and boots had diamond level protection, but it would only result in people swapping out their diamond chestplates and boots for hardy scalemail ones.
Also, from a balance standpoint the iron armor nerf makes a lot of sense. Leather, although common, is a good bit more out-of-the-way than iron is, and iron armor was ridiculously powerful compared to how easy and risk-free it is to obtain. The nerf is well-deserved even without the addition of hardy scalemail to fill its place.
Basically: iron was nerfed to make room for hardy scale armor.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
This is a simple suggestion for a few more arthropod themed mobs and tweaks to existing enchantments to make Bane of Arthropods more useful.
Firstly, Silverfish should work a bit more like Slimes. In certain Silverfish "chunks" Silverfish blocks would spawn in groups of 2-5, and Silverfish would spawn at the rate of a Slime in Extreme Hills biomes only, spawning at half the rate in "hilly" biomes.
Silverfish now drop 0-1 Hardy Scales uncommonly. More on this new item later, though. It's a semi-common drop from most Arthropods, and that's all you need to know.
Secondly, a new mob. Oceans always need more life, right? Well, that's what you're getting. Oceans now spawn a special Arthropod, the Eurypterid! Basically, it's a giant Sea scorpion. If someone could provide some concept art for a simple model for this thing, that'd be great. Its almost the size of a spider, so it takes up a 2x1x2 spawning space.
It can be found rarely in Oceans and uncommonly in Deep Oceans on the bottom only. They also tend to spawn semi-commonly inside of the perimeter of Ocean Monuments. Otherwise, they spawn in groups in Oceans and on beaches, albeit uncommonly.
Anyway, these are the stats: these guys attack by, in the water, swimming up below you and knocking you a 3 blocks into the air, doing 3 hearts on Easy, 5 hearts on Normal, and 7 hearts on Hard. On land, it would jump at you and snap at you with its claws, dealing 1 heart - 5 hearts on Easy, 3 - 7 hearts on Normal, and 4 - 8 hearts on Hard. It has eighteen hearts and five armor bars, keeping with the "armored" exo-skeleton trend.
Real basic, adds some danger to the normal Oceans, so you'll probably need a bigger boat... more more on that later.
Eurypterids drop 0-2 Hardy Scales uncommonly.
Thirdly, a new End mob... the Ender Morphos. This is a mainly passive mob just for looks. Its size ranges from Spider size to Enderman size, resulting in three sizes including Player size. It will uncommonly teleport around and continue flying around in erratic, bat-like patterns. They spawn as commonly as bats underground, but about twice as rarely as Endermen overground.
They do no damage unless looked at, and have a total health of 37 hearts. That's one hardy butterfly. Their attack is a bit... different. When angered, they use a guardian-like attack on the player, dealing 3-5 hearts in Easy, 4.5-7 in Normal, and 6-9 in Hard. Here's the kicker, though... sometimes, this attack teleports you to it, its common height being 3-6 blocks in the air. This teleportation effect only happens 30% of the time, so don't worry, and don't mind the odd number.
This new mob drops 1-2 Ender-pearls upon death. They, of course, spawn commonly in the End, resulting in a bit more difficulty to the Dragon battle. Like Endermen, they hate water.
Fourthly, Another new mob! The wasp. I recently saw a post highlighting the fact that there aren't like, ANY common flying overworld enemies, unlike the Nether. So here's a new common mob, the wasp! the wasp flies around aimlessly until it sees you, and then it attacks. It approaches and stings you and then rears back. the sting attack is very basic, and it deals 2 hearts on Easy, 4 on Normal, and 7 on Hard. The wasp has 17 hearts. It drops 0-1 hardy scales rarely.
Fifthly, I wanted to add two or three more arthropods, two common(one being in the nether) and one uncommon but spawns in an overworld biome to encourage exploration. My overworld biomes that I want to add a mob to are either Mega Taiga, Ice Spikes, Mesa, or maybe very rarely in Roofed Forest.
Suggest something! I want to hear your opinions.
Sixthly, a bit of a buff to existing Arthropods. Silverfish now recieve a health buff of about 1.5 hearts when another Silverfish is within 3 blocks, buffing it for a maximum of 5 extra hearts. Spiders now do two more hearts of damage, go twice as fast, and have twice the radius of awareness. They get an extra 5.5 hearts of health, too. Cave Spiders now take up half of Spider spawns underground, as well.
Seventhly, Enchantments get a bit of a nerf/buff. Smite now does less damage when used on any mob that isn't undead, and Sharpness does less damage to Undead and Arthropods than it did before, making its damage mainly for use on Guardians, Creepers, Endermen, Blaze... etc. It's still effective on a lot of mobs+players, and still buffs your damage against mobs in general, just less so to undead and arthropods. I don't know what percentage of damage it should do less on Undead and Arthropod mobs, so suggest that below.
BoA is getting a bit of a buff, as well. It makes a small AoE effect, resulting in every mob in the four blocks directly adjacent to the attacked mob, 2/4 damage would be done, in the blocks adjacent to those, 1/4, and adjacent to those,
0.5/4 and then no damage.
Anyway, it wouldn't effect damage done to Arthropods much, and it would really make it useful for fighting the now-buffed Silverfish. BoA would not do as much damage as Sharpness does to regular mobs, of course, and it wouldn't do as much damage when used on any undead mobs. This is my solvent to the enchanting problems.
Eighthly, I'll finally explain the new drops. Hardy Scales can be crafted into an Exo-Skeleton by putting them in a plus pattern in the crafting table. Now here comes the goodies... you can make an Armored Boat which can withstand more than a regular boat by putting three Exo-skeletons on the bottom of a boat in the crafting table.
Iron is now receiving a nerf, too. Iron armor is now crafted more like... this.
Chestplate:
Leggings:
Helmet:
Boots:
Porkchops being leather, naturally.
And Iron armor now gives 10 armor points(Helmet: 1, Chestplate: 5, Leggings: 3 Boots: 1), and it has a new texture with a bit of leather in between armor pieces, but cannot be dyed. This makes chain armor more valuable, and leaves room to bridge the gap between diamond and iron. If you don't like these changes, tell me below and what I can do to improve.
Now, to bridge the newly created super large gap between Iron and Diamond, I introduce... Hardy Leather armor! You can craft it by either placing a piece of chain armor and leather armor together in a shapeless recipe, OR...
craft a few exo-skeletons and replace Iron in the Iron armor recipe for an exo-skeleton.
The thing that sets this armor apart is number 1, its texture. It replaces the portion of the Leather that shows up after dyeing by totally un-saturating it, making it grey and more scale/exo-skeleton like. Number 2, is that you can still dye this armor. Now you can have the benefit of more powerful Iron armor and dye it, too! Number 3, is that it has high enchantability because it retains Leather's enchantability of 15. See this. Number 4 is that it gives you what Iron currently gives you, 15 armor points, retaining Iron's stats.
What makes this armor so good is that it has high enchantability but isn't quite as powerful as diamond is. All in all, you can customize, highly enchant, and have near-diamond level armor(which was surprisingly easy to get with a good stripmine) for twice the cost! Unless you have BoA and a water breathing potion and are willing to harvest Eurypterids in large amounts, you're not going to be getting many Hardy scales, which makes this armor late-game, but worth it.
That's all, folks! I improved on the suggestion a bit, so I hope you like it!
artist, writer, content producer.
5/10 Not impressed.
No Support.
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
Could you please explain why you don't support and what I could improve?
artist, writer, content producer.
Decent concept, yet you miss one thing.
There are several reasons BoA sucks compared to Smite. Notably, most mobs vulnerable to BoA already have low health to begin with; this allows Sharpness to take them down relatively effectively. Silverfish can be oneshot without any enchantments, and Sharpness IV and V can oneshot a Cave Spider. Regular spiders can also be oneshot by Sharpness V swords on a crit. It doesn't help that the one enemy where BoA is actually helpfulish (spiders) is by far the weakest of the four common mobs.
Smite, in contrast, affects mobs with the standard amount of health (or slightly more). This allows the mobs to always survive at least two hits from Sharpness V swords regardless of crits; however, both types of skeletons will be oneshot from a normal blow from a Smite V sword, and both zombies will be oneshot from a Smite V crit. It also doesn't hurt that undead are a lot more common than arthopods; two of the four common mobs are undead, and zombies summon reinforcements which makes them by and far away the most common hostile mob. Pigzombies plague the entire Nether, and even though wither skeletons are rare you need to grind a crapton of them if you want a Beacon. This makes Smite a viable choice over Sharpness, whereas BoA is a far cry from it.
Namely: what you miss that undead are a lot more common than arthopods. Most of the new mobs you're adding are restricted to relatively backwater (sometimes literally) areas, meaning BoA still won't be used more often than Smite.
Now, for a comparison of Sharpness V and BoA V against the new mobs you're adding. For reference, Sharpness V does 14.25 damage (18.25 on a crit) and Bane does 20.5 (24.5 on a crit).
It's still not enough to entice me to use BoA, honestly. It might make me more willing to use Sharpness, though, since it devalues Smite a tiny bit by diluting parts of the world with mobs that have more health than average.
As for the mobs themselves: Magma spiders don't seem very unique to me, basically (faster?) zombies that live in magma. Silverfish queen isn't really a huge improvement over the average silverfish (being basically a spider that deals a smidgeon more damage). The other two mobs are fairly unique, though, although damage is fairly low all around (it is in vanilla too, sadly).
Overall, half support. It doesn't really add much of a reason to use BoA over Sharpness/Smite since all of these are fairly uncommon, but I'm still a sucker for new mobs and I like the concepts of eurypterids and enderflies. I would consider adding hostile arthopods to caves and the rest of the Nether if you're going to add more.
Could support having the silverfish concept in more biomes. They are the only mobs which 'suddenly' appear. While mining, all the other mobs can be watched around you if you pay attention (I'm using Rei's minimap).
First time I whacked a block and 5 silverfish exploded out of the wall, I about needed to change my undies.
Learn something new each day
BoA is pretty worthless against silverfish, though, since an unenchanted diamond sword already oneshots them without a crit; enchants of any kind are overkill against them. The point is kinda to make BoA less worthless.
Improved on the suggestion a little bit, so I hope you like the changes. I intend on making more changes later, but until then, tell me what you think and what you criticize.
artist, writer, content producer.
I think Kholdstare already all the majors things and I don't think any edits have address them. That said, I do think adding a few more antropods wouldn't be a bad idea (such as scorpions or whatever).
One thing that I wanted to mention is that I really dislike suggestions that add new mats - especially unnecessary mats that add no new functionality. Unfortunately, both new mats in this suggestion fall in the useless category. Even PineappleWitness can't think of a reason for bug antennae to exist which is a pretty good sign that you don't need to include them.
Response below, because, frankly, I disagree.
Add new "mats"? I'll assume you meant mobs. Anyway, I beg your pardon sir, but these mobs do have functionality. Number 1, the Silverfish queen makes strip-mining, and mining in general(especially in extreme hills), just a bit more dangerous, which is always good. Increased difficulty is the one thing that we need in Minecraft.
Number 2, the Eurypterid encourages and discourages Ocean exploration. It discourages it only in the sense that it adds some danger to oceans, which discourage traveling through them without the proper equipment. WITH the proper equipment it encourages it and use of BoA, due to the fact that Eurypterids make their homes in shipwrecks which have possibly valuable loot.
Number 3, the Ender Morphos' and its drops do have a purpose. Ender Morphos' adds more use for an otherwise useless enchantment(as you'll probably be seeing them underground a lot, which means they may attack you, adding to your purpose in having BoA.), and it adds another(actually fleshed out) End mob, which we need. Furthermore, it's Antennae are useful as they can craft a Red-stone receiver, which I intend to add a very important use for. I'm thinking of being able to provide a certain block within a certain radius with a redstone signal, but i'm not sure how it would work.
Number 3, I added even more incentive to use BoA by buffing Arthropods, making Sharpness less effective on Arthropods+Undead, and buffing the Arthropods' damage. I also removed the Magma Spider, which I really didn't like and felt like it would be too mod-like. Frankly, you might not want to use BoA often for your common caving adventures or anything, but you might want to consider it if you're searching for valuable materials used to make a redstone contraption, a safer boat, a sweet pair of armor, and blocks of underwater ore. I will continue to make edits that encourage use for BoA in the common setting, as well.
Overall, what I HAVE completed so far is a suggestion that would turn the BoA enchantment into something desirable in at least SOME case, meanwhile before you might've thought it a junk enchant.
artist, writer, content producer.
^^^ By mats, he means materials.
Hardy scales are okay, I guess, although personally I would rather see iron armor nerfed and have the scale armor take its place. Also allows you to cheese your way to a full armor bar by equipping the pieces that give diamond protection and filling the other spots with diamond armor.
Antennae are pretty worthless, I agree. A potion might be a potential use for it, but potions tend to be useless more often than not.
I am receptive to the silverfish idea, somewhat. I do like the spawning in extreme hills and half that rate in hills biomes. Not crazy about the silverfish queen or increased size of silverfish idea. I think it might work a bit better with silverfish remaining their small size and spawning in random numbered groups, much like how they pop out of "infested" blocks but rather spawn in ... Herds? Flocks? Gaggles? What do you call a group of silverfish?. This would lend a usefulness into your proposed buff of BoA and the area of effect addition. On that note a little increase in the area of effect might be in order to positively affect the utility of the enchant. Perhaps a 3x3 square or even a 4x4 grid around the attacked arthropod takes 1/2 an amount of damage dealt to the target. This might make BoA attractive and useful enough to obtain if swarming silverfish and clusters of spiders were easier to deal with with this enchant.
I am a bit on the fence about toning down sharpness and other enchants to bring BoA up to a level on par with them as far as attractiveness though. I think it would be an issue to keep in mind, but tried out in a snapshot to see if it would really be necessary.
I also like a possible arthropod ocean dweller, but would rather see something like a trilobite or whatever those prehistoric horseshoe crab looking things are called or something like that. It could survive in water and still come up onto land. I mention this only because I think there is a sizable amount of players who have no need or desire to ever really frequent the ocean. This way they have the option and opportunity to see, utilize, and be challenged by this new arthropod without absolutely needing to start frequenting the ocean biomes - only shorelines and near water.
All the additional drops you proposed I would recommend holding off on. I like the mobs, but do not see a need to immediately throw all the other items into it. Lapis was around for a bit with no other purpose other than decoration for a bit while they tweaked the usage and need for it, I think these proposed mobs could function as a placeholder of sorts until a better use and dropped items could be figured out.
i don't really care for the shipwreck ideas. This is filling in blanks too much in my opinion. There are no ships in Minecraft other than what the player wants to put in, and I think it should follow that line and leave that in mod territory.
The bat thing idea didn't excite me either. Perhaps another arthropod mob to put an arthropod in the End for BoA to be useful against?
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2372609-journal-the-ballad-of-dirtdog
Well, I see I still need to do some improving to the idea. I'll try and do that as soon as I have time.
I do really appreciate all your feedback and i'm going to take it into much consideration. An idea isn't good enough for Minecraft until it's perfect. Well, that's my belief anyway. Thanks for your help in making this idea one step more perfect!
artist, writer, content producer.
I finally got to update this, because I had a spark of inspiration. Oops! Forgot to change Eurypterid spawning... i'll change that right now-- anyway, just wanted to let ya'll know.
artist, writer, content producer.
Hey, thanks for the support! Also, what do you mean "it's not a true nerf as it becomes more easily renewable."? Are you talking about the fact that it's not really limiting due to Iron's abundant nature? I really can't suggest anything to change how common Iron is, but I can nerf its effectiveness, and that's about it.
If I could nerf the rate that Iron spawns in the world I don't really think I would, too. If Iron was less common people would just build more Iron Golem farms anyway, but my suggestion actually makes leather and leather armor more useful, as it is required to make Iron Armor and one of the top tier armors.
artist, writer, content producer.
The iron armor nerf is actually pretty huge, even though it doesn't look like it. Iron armor as it is makes you take only 40% damage, basically boosting your health to by 30. The nerfed iron armor, however, leaves you taking 60% damage, which is actually boosting your life by 13... less than half its original effectiveness.
Armor icons are deceptive in general. Diamond armor is twice as good as vanilla iron armor and this suggestion's diamond armor, but you wouldn't guess that just from the armor bar, would you?
The nerf is mostly in place because there isn't much of a reason to use Hardy Scalemail (it's not called that but it rolls off the internet-tongue easier :P) with pre-nerf Iron Armor in existence; even if you buff Hardy Scalemail, Iron Armor is still powerful enough to protect you from almost all damage anyway so it's a pointless upgrade. Its original implementation was that the Hardy Scalemail helmet and leggings (I think) had iron-level protection, and that the chestplate and boots had diamond level protection, but it would only result in people swapping out their diamond chestplates and boots for hardy scalemail ones.
Also, from a balance standpoint the iron armor nerf makes a lot of sense. Leather, although common, is a good bit more out-of-the-way than iron is, and iron armor was ridiculously powerful compared to how easy and risk-free it is to obtain. The nerf is well-deserved even without the addition of hardy scalemail to fill its place.
Basically: iron was nerfed to make room for hardy scale armor.