Shields do their job good but they are the only objects in combat that don't have enchantments.
How about we make shields more viable than they are by adding 3 enchantments
Bash II Reflect I
Tower III
Bash: Applies shield knockback to players and increases knockback to mobs.
Reflect: Increases ricochet velocity of arrows and reflects them towards mobs and players. (Much like thorns the enchantment is brutal on the durability)
Tower: Increase the speed in which you move while blocking.
I feel like these would make the shield 100% cooler than it already is.
Not saying putting banners on shields isn't awesome.
Just saying shield specific enchantments would be awesome.
Needs details such as numerical definintions of these effects…
Otherwise:
Bash: probably better if this works only for a brief time after the shield is brought up rather than functioning continuously while the shield is held in position.
Reflect: Guessing that "reflects them towards mobs and players" means towards the originating shooter(s) rather than toward random targets in the protected arc. Assuming the reflected misslles were not especially accurate, the sort of durability penalty associated with thorns might be excessive. (Numbers needed.)
Tower: Not strictly relevant, but the name seems odd given the effect… Very dependant on the numbers choosen to arrive at something enough faster than an unenchanted shield to be useful while remaining enough slower than movement when not blocking to create a meaningful choice.
Decent ideas for shield specific enchants, but insufficiently detailed for proper analysis…
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Shields do their job good but they are the only objects in combat that don't have enchantments.
How about we make shields more viable than they are by adding 2 enchantments Bash II Reflect I
Tower III
Support. Dunno how this would affect ranged mobs like skeletons.
Reflect: Increases ricochet velocity of arrows and reflects them towards mobs and players. (Much like thorns the enchantment is brutal on the durability)
So what you're saying is the shield- when an arrow hits the shield- bounces back as quick as it did when being shot? Sounds fun, Support.
Tower: Increase the speed in which you move while blocking.
Simple enough.
Overall I really like the enchantments. They're simple but powerful enough.
Would have preferred to see yours as this is your idea(s)…
As asked:
BASH
As a starting point; Bash I & Bash II are equivalent to Knockback I & II (although a case can be made for making them either more or less effective) & Bash II doubles the usual shield knockback as applied to players.
The effect would be applied to any mob/player the sheild wielder was in contact with when the shield block was initiated or that was 'bumped'/'nudged' by the front of the shield wielder (the area in which a held shield would block) in the following 4 game ticks (0.20 second).
[The intent is to make the enchantment effective without being overly finicky as to timing, but short enough that Bashing is distinct from blocking.
With this timing, 'spam-bashing' would prevent the blocking effect of a shield from activating, and one would need to abandon the protection of a blocking shield in order to use it to bash. (Historically, use of a sheild as a secondary weapon was common – and the origin of the phrase 'boss around' – but using one's shield in this manner degraded its protective effect.) ]
REFLECT
Looking at the entity data format for arrows, I don't see anything that would indicate the originator is recorded making my original idea of reflecting projectiles toward the originator undoable and the obtainable reflection (without significant rewriting of the code) reliant on the ghast fireball deflection algorithm. [This appears to invert the dX,dY,dZ motion tags for the projectile.]
Against more quickly moving mobs (to say nothing of players) this is likely inaccurate enough that the effect would be mainly psychological other than at quite close range…
[Actually targeting players/mobs in the 'hemisphere' prortected by the shield would require surveying that volume out to the maximum range of an arrow… which would seem overly demanding of calculatory resources.]
Given the comparatively limited utility the above implies, simply adding ", minimum 2" to the current "When the shield blocks an attack which is 4 () or stronger, it takes damage equal to the strength of the attack (rounded down) plus 1." should be sufficient.
[Should another (more useful) way of handling the reflected shots be found, the durability penalty might need to be increased.]
TOWER
Taking current 'sneak-speed' as zero, and current walking speed as 100:
Tower I could confer movement @40 (ie sneak + 40% of the difference between walk and sneak)
Tower II could confer movement @70 (ie sneak + 70% of the difference between walk and sneak)
Tower III (or greater if obtained via command) could confer movement @90 (ie sneak + 90% of the difference between walk and sneak)
[The intent here is that each additional level of enchantmet should provide a deceasing level of improvement, with the improvement topping-out below the rate available when not blocking. ]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Shields do their job good but they are the only objects in combat that don't have enchantments.
How about we make shields more viable than they are by adding 3 enchantments
Reflect I
Tower III
Bash: Applies shield knockback to players and increases knockback to mobs.
Reflect: Increases ricochet velocity of arrows and reflects them towards mobs and players.
(Much like thorns the enchantment is brutal on the durability)
Tower: Increase the speed in which you move while blocking.
I feel like these would make the shield 100% cooler than it already is.
Not saying putting banners on shields isn't awesome.
Just saying shield specific enchantments would be awesome.
Needs details such as numerical definintions of these effects…
Otherwise:
Bash: probably better if this works only for a brief time after the shield is brought up rather than functioning continuously while the shield is held in position.
Reflect: Guessing that "reflects them towards mobs and players" means towards the originating shooter(s) rather than toward random targets in the protected arc. Assuming the reflected misslles were not especially accurate, the sort of durability penalty associated with thorns might be excessive. (Numbers needed.)
Tower: Not strictly relevant, but the name seems odd given the effect… Very dependant on the numbers choosen to arrive at something enough faster than an unenchanted shield to be useful while remaining enough slower than movement when not blocking to create a meaningful choice.
Decent ideas for shield specific enchants, but insufficiently detailed for proper analysis…
Overall I really like the enchantments. They're simple but powerful enough.
Full Support
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Got any ideas for details and stats?
Would have preferred to see yours as this is your idea(s)…
As asked:
BASH
As a starting point; Bash I & Bash II are equivalent to Knockback I & II (although a case can be made for making them either more or less effective) & Bash II doubles the usual shield knockback as applied to players.
The effect would be applied to any mob/player the sheild wielder was in contact with when the shield block was initiated or that was 'bumped'/'nudged' by the front of the shield wielder (the area in which a held shield would block) in the following 4 game ticks (0.20 second).
[The intent is to make the enchantment effective without being overly finicky as to timing, but short enough that Bashing is distinct from blocking.
With this timing, 'spam-bashing' would prevent the blocking effect of a shield from activating, and one would need to abandon the protection of a blocking shield in order to use it to bash. (Historically, use of a sheild as a secondary weapon was common – and the origin of the phrase 'boss around' – but using one's shield in this manner degraded its protective effect.) ]
REFLECT
Looking at the entity data format for arrows, I don't see anything that would indicate the originator is recorded making my original idea of reflecting projectiles toward the originator undoable and the obtainable reflection (without significant rewriting of the code) reliant on the ghast fireball deflection algorithm. [This appears to invert the dX,dY,dZ motion tags for the projectile.]
Against more quickly moving mobs (to say nothing of players) this is likely inaccurate enough that the effect would be mainly psychological other than at quite close range…
[Actually targeting players/mobs in the 'hemisphere' prortected by the shield would require surveying that volume out to the maximum range of an arrow… which would seem overly demanding of calculatory resources.]
Given the comparatively limited utility the above implies, simply adding ", minimum 2" to the current "When the shield blocks an attack which is 4 () or stronger, it takes damage equal to the strength of the attack (rounded down) plus 1." should be sufficient.
[Should another (more useful) way of handling the reflected shots be found, the durability penalty might need to be increased.]
TOWER
Taking current 'sneak-speed' as zero, and current walking speed as 100:
Tower I could confer movement @40 (ie sneak + 40% of the difference between walk and sneak)
Tower II could confer movement @70 (ie sneak + 70% of the difference between walk and sneak)
Tower III (or greater if obtained via command) could confer movement @90 (ie sneak + 90% of the difference between walk and sneak)
[The intent here is that each additional level of enchantmet should provide a deceasing level of improvement, with the improvement topping-out below the rate available when not blocking. ]