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    posted a message on Enchanted Data
    Update:

    Just got this one.

    Iron Sword
    Lvl 3 - Smite II

    A stage II enchant off of 3 levels of XP. Looking up at the OPs list, there was Smite II on a diamond sword with 15 levels of XP used. Most random thing ever.
    Posted in: 1.0 Update Discussion
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    posted a message on Slime Spawning!
    Terrain generation changes may have changed where slimes spawn so tools may not help you if they are old and they apparently spawn at 1/10th the rate of other hostile mobs, so you may have to explore 'basement' level caves for a while to find them now unfortunately.

    I was ridiculously lucky in regards to finding slimes in my 1.9 world. Got them spawning at the bottom of my mineshaft stairway from time to time and now have more slime balls than I could possibly use.

    Quote from locustgate

    Slimes are only in multiplayer.
    You, my friend, are a lying liar who lies.
    Posted in: 1.0 Update Discussion
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    posted a message on Skeleton spawner dungeon
    Already hooked up a skeleton spawner to do this, mostly so I can get 'legit' enchantment levels. (and it still takes forever!!) The only thing I have used bone meal for was growing flowers to get red dye for the carpeting of my upcoming top floor expansion project. Extra arrows are always nice though.

    I actually think skeletons by far have the best drops of any mob in the game. Bones can be used for - Wold Training, quick farming activities and bleaching wool and arrows allow you to bypass obtaining feathers and flint.
    Runner up is the ghast or the mooshroom.
    Posted in: 1.0 Update Discussion
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    posted a message on Enchanted Data
    Quote from Wickedshot

    I've been doing all my enchanting without the aid of editing programs, so I've had to get all my xp and levels by fighting blazes, so it's taken a while and only yielded lower level enchants.
    I've found that after around 15 levels I get exceptionally bored, so I don't often enchant higher than 15. Diminishing returns on xp orbs is a pain.

    Trying to get the good enchants legitimately in the current system takes too many hours of grinding. Highest I made it up to without going crazy was level 20.

    If you want to know about a few I have tried I was "save scumming" (enchanting then reloading an the old save file) to see what enchantments I could get on a diamond pick here are a few of my results.

    Diamond Pick

    lvl 14 - Efficiency II
    lvl 15 - Unbreakable II, Efficiency II
    lvl 16 - Efficiency II, Unbreakable II
    lvl 17 - Unbreakable II X2

    Efficiency of any level on a diamond pick is absolute garbage as far as I'm concerned, as mining with diamond tools is already really fast anyways.

    Then I went for broke and got.
    lvl 20 - Fortune I

    Which is a bit better, unfortunately so far fortune has only netted me 1 extra diamond than I would have which is not really worth the ~ probably 1 1/2 hours I spent getting it. I will reserve it for mining diamonds exclusively though from now on.


    Also I have the following

    Diamond Sword
    lvl 6 - Bane of Arthopods I (not useful most of the time.)

    Iron Sword
    lvl 3 - Sharpness I (actually very useful as it kills every hostile mob in 1 less hit than a standard iron sword.)

    Iron Chest Plate
    lvl 2 - Protection I (only been useful when it prevented me from taking suffocation damage when I was too slow going through my automated piston door.)

    Also the fact that you can get the same enchantment at level 8 than you can get at level 1 is just awful. (Level 8 is far more than 8X the effort too.)


    Does anyone know when 'Silk Touch' starts appearing more frequently on pick axes and shovels? That seems like the enchantment to end all enchantments right now, especially for people who like building in survival mode. Ice, Grass, Mycellium and certain ores would be very nice to pick up.
    Posted in: 1.0 Update Discussion
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    posted a message on Why enchantment tables are flawed.
    Quote from sunperp
    As far as getting XP, I raise my own XP by one level each time I "process" the herd of chickens and cows in my farm, and that would occur even if I was playing on peaceful.




    Lol, yesterday I started a new world for 1.9 Pre 4, and I already had diamond before finishing off my wooden pick. Then, I had 22 obsidian and was already on the surface again with only 2 exp. From passive mobs.


    Has anyone here actually tried to get XP levels higher than level 2, like say level 20. The first 2 levels require little to no experience once you hit around level 15 it starts to become stupidly hard/boring to raise you level higher (26 skeletons for going from level 17 to 18, I counted) and I just flat gave up until a more reasonable leveling system is introduced. It seems most people who are playing with enchantments right now are relying entirely on mods/hacks to gain the necessary levels to perform multiple tries.
    Posted in: 1.0 Update Discussion
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    posted a message on Anyone hate that we can't repair enchanted tools?
    Quote from pok3ball

    On the other hand, being a sandbox game, it might be appropriate to allow players to dictate more easily and in more detail the parameters of game-play. Providing an option for experience rate, among others, would allow players on both sides to be happy, those who believe enchantments should become a regular part of game-play and those who believe that they should be very special bonuses to be reserved for worthy occasions.

    A good idea, but I think the default experience gain rate should be set to the former rather than the later (which it is right now) Most people don't want to go through 12 hours of mind numbing grinding just to get enough exp to enchant an awesome high level tool than have it not have one of the valuable enchants they wanted or even worse have a creeper blow them up at lvl 45.

    I'd say make the experience gain rate the same for all levels (as unlike in most RPGs the monsters are not dropping more xp as you progress). Make it like 5 monsters per level or something as a default. So level 50 would take 250 monsters and not almost 2000 like it does now with the incrementally difficult leveling rate.

    Currently the amount of time put into a level 40 enchantment isn't proportionally worth the amount of time put into a level 5 enchantment, in particular because these tools will not last forever.
    Posted in: 1.0 Update Discussion
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    posted a message on THE ULTIMATE SWORD (All enchantment)
    It's the minecraft equivalent of Falcon Punch!
    Posted in: 1.0 Update Discussion
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    posted a message on Why enchantment tables are flawed.
    The problem isn't the materials needed for the enchantment table, it's the ridiculous amounts of monsters you have to kill to get even a small chance at one of the good enchantments. The leveling system increases the requirements for each successive level and I don't see monster xp drops increasing anywhere to match.

    I calculated that it would take approximately 1750+ monsters to reach level 50 and even if you are standing outside a dungeon spawner it would take almost half a day to do it! (This is a rough calculation, I didn't actually try this...) Don't even bother leveling up for high levels without a high efficiency mob grinder, because the risk is always there that you will be blown to smithereens by a creeper and lose hours of work.

    Currently enchantment tables are not worth the amount of boring time wasting they entail. I think all levels should be worth the same amount of XP or just less of an xp gradient.
    Posted in: 1.0 Update Discussion
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    posted a message on Leveling needs adjusting?
    Quote from Patchumz

    When experience was first added it was FAR easier to gain levels, so they nerfed it. (that's how you got a lot of it probably)


    Remember how the experience bar went up every time you jumped? Most of the 32 levels I had on my old file were probably from that alone. :smile.gif:
    Posted in: 1.0 Update Discussion
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    posted a message on Legitimate enchanting
    Quote from zeel

    You are a great person. :Diamond: :Diamond: :Diamond: :Diamond: :Diamond:
    +1

    While cheating, it took me 20+ level 35+ enchants to get a silk touch. And I only ever got one. In a legit game this would be unthinkable.


    Just to get 1 attempt at a level 35 enchantment legitimately you have to slay around 850+ monsters. This system is broke, unless you have a massive mob tower. (and even then it would take a long time.)

    Trying to obtain high level enchantments without a mob spawning tower, will result in a rage quit when the creeper decides to end you at level 25. (hours of work wasted) It hasn't happened to me because I am smart enough to not attempt it.

    This needs a fix.

    If they want to keep it simple and keep the current leveling progression maybe cap the max enchantment level at 15 or something, other wise there needs to be way less xp required per level (especially at the high end.) or Both...
    Posted in: 1.0 Update Discussion
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    posted a message on Leveling needs adjusting?
    Back again after doing some math grinding and some math.

    I found a skeleton spawner, so I decided to flood it and have the skeletons that spawn be funneled down to a convenient killing location to grind for experience.

    I killed my way from level 17 to level 18. Hear is what I noted.

    Approximate # of skeleton to level up from 17 to 18:
    26

    Approximate time:
    8 minutes (believe me it felt longer though)

    So now for the math.
    I have heard that the level progression is a simple linear increase in the number of points each level if that is so we can determine the approximate number of skeletons needed to be killed to achieve each level and the time it would take.
    I will be assuming that the Y intercept (# of skeletons/level) is 0 at level 0.

    26/18 = 1.444 (continuing of course) let's round down to 1.4 because this is just one point of data I'm basing this off and is no where near accurate.

    So now where

    Where y = the number of skeletons and x = the level.

    y = 1.4x

    The total number of skeletons to reach a specific level would be the area under this curve.

    = x^2*1.4/2

    so to reach level 50 (i.e. the best spell level) you would have to kill in excess of

    50^2*1.4/2 = 1750 skeletons and using my method (which is slightly faster than looking for monsters in the wild, but no where near high efficiency spawners) it would take:

    26skel / 8 minutes = 3.25 skel/minute

    1750 skel / 3.25 skel/min = 538 minutes or ~ 9 hours of grinding a dungeon mob spawner...

    So it seems the only option to achieve the levels needed for the super spells (without going insane from boredom) would be a high efficiency mob tower. I don't really think that is a valid option though.

    Interestingly, when I went back to one of my early 1.8/1.9 saves that I played on before enchanting and visible levels were added my character had 32 levels of experience, so I'm thinking that each level was worth the same amount of experience back then and the change to increasing xp requirements was made recently. (I definitely didn't kill over 717 monsters in 1 life on that file.) I'm guessing I got a lot of experience from jumping around... :dry.gif:
    Posted in: 1.0 Update Discussion
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    posted a message on Silk touch nerf? reason please
    Quote from GorgeousTaylor

    What? Spawning adult pigs from a mob spawner is loads more efficient than pig breeding.

    This is precisely why the ability to pick up spawners is being removed. It makes breeding for pigs obsolete. However, pigs are not as useful as cows, chickens, or even sheep.

    Has anyone confirmed that it is a level 30+ enchantment or is this just hearsay. I want to figure out which enchantments start appearing at each level.
    Posted in: 1.0 Update Discussion
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    posted a message on Your best enchantments
    If legit how long did it take to get the levels to make the pick axe and what methods did you use?

    Also, try to save it for use on diamond blocks. Fortune is probably tied for most useful enchantment in the game with Silk Touch.
    Posted in: 1.0 Update Discussion
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    posted a message on What has been your epic failure moment?
    1)I find a zombie dungeon in a cave with an entrance near the top of a mountain.
    Approach it and more zombies start to spawn, backed off while swinging my sword wildly, fell backwards into a underground river and was swept to the creeper waiting at the end of the stream. sssssssssss ... BOOM!

    2) Respawn back at my house grab the emergency sword and step out the door. sssssssssss ... BOOM!

    3) Respawn at my house climb over the crater in front of the door and make it back to the base of the mountain. Creeper jumps on my head from about ten blocks up. sssssssssss ... BOOM!

    4) Respawn at my house climb over the crater in front of the door, climb back up to the cave entrance on the mountain. sssssssssss ... BOOM!

    It was not my day. I made it back to the dungeon on my next attempt after forging some armour and a new sword (which I ended up not needed on that trip) All my items I dropped were gone by then of course.
    Posted in: Survival Mode
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    posted a message on Leveling needs adjusting?
    Quote from Patchumz

    Nope, I don't think they should all be worth the same amount of experience. But I do think it may need to be rebalanced around not having a giant mob farm that you're funneling for levels, since all these enchants are very limited. (Items have durability... don't last terribly long)

    I'd be fine with that, I'm just mostly disappointed at the amount of time it takes to get to these levels if playing without a mob farm and once you spend those countless hours doing so there's always a good chance that the creeper will do his thing.

    Made it to level 14 today ... sssssssss...BOOM. The feeling was 10x worse than any diamond/lava incident rage quit I have ever experienced. Though, I imagine I would be more PO'd if I spent 40 accumulated levels and got efficiency III on your pick axe rather than fortune or silk touch. It's time to make a mob spawner.

    I guess my main point is the time it takes to get these things is not worth the end result more often then not.

    I hope/suspect it will be tweaked in future updates.
    Posted in: 1.0 Update Discussion
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