Published Dec 15th, 2013, 12/15/13 1:51 pm
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Ok, so I decided that posting a blog on new item/crafting recipe ideas is too mainstream, so I decided to make a blog on enchantment ideas, because lets face it, there's millions of cool features Mojang could include.
Lets start with Bow enchants:
Focus (Levels 1-3 2)
Focus increases the accuracy of your bow.
level 1: Your bow still strikes in an arc, however the arrows will always stick to the exact same course, instead of being slightly offset
level 2: Same as level 1, except the arc which the arrow travels in is significantly smaller
level 3: The arrow flies in a straight line, directly striking your reticle.
Draw (Levels 1-3)
Draw shortens the amount of time for your bow to charge up
Level 1: 10% faster drawback time
Level 2: 20% faster drawback time
Level 3: 40% faster drawback time
Quiver (Levels 1-3)
Quiver allows you to fire multiple arrows at the same time. Even with Focus, the arrows will always stray off course and will not be very accurate
Level 1: Fires up to 2 arrows at once. The extra arrow has a 20% chance of firing
Level 2: Fires up to 2 arrows at once. The extra arrow has a 50% chance of firing
Level 3: Fires up to 3 arrows at once. Both extra arrows have 50% chances of firing.
So next, we have the sword. These enchantments make the sword more of a defensive weapon.
Pierce (1 Level):
Has a chance of ignoring the target's armor depending on the type. The chance is increased in this order: leather, diamond (proof: http://www.youtube.com/watch?v=8KuH0-994Hk), Chain, Gold, Iron
Parry (1 Level)
Parry negates damage dealt to both you and your target when you both strike at the same time
Block (2 Levels)
Block increases the damage negated when you block with your sword
Level 1: All damage dealt by mobs is reduced by 50% when blocking
Level 2: Mobs can only deal 1/2 of a heart in damage each hit
Aerial (1 Level)
Similar to knockback except it launches enemies upwards instead. Mobs are incapable of everything until they touch the ground.
Next we have the axe. It's enchants have turned into more of an offensive weapon, that counters the sword.
Hook (1 Level)
Hook is the counterpart to knockback. It pulls an enemy in and prevents them from taking action for a short ammount of time. It is useful for mobs like skeletons, but not as much for Creepers.
Smash (1 Level)
Smash is the counterpart to Aerial. Instead of knocking the enemy up, it smashes them down, increasing the falling damage a falling target will take, and stunning and slowing targets on the ground.
Shatter (1 Level)
Shatter has a chance of shattering the target's armor, causing them to temporarily lose the armor benefits and enchantments.
Cleave (1 Level)
Cleave deals minor damage to enemies surrounding the target.
So what do you think? Comment on what you want! Give a diamond if you like! Subscribe if you want more! Favorite if you REALLY like it! Thanks for reading!
Lets start with Bow enchants:
Focus (Levels 1-3 2)
Focus increases the accuracy of your bow.
level 1: Your bow still strikes in an arc, however the arrows will always stick to the exact same course, instead of being slightly offset
level 2: Same as level 1, except the arc which the arrow travels in is significantly smaller
level 3: The arrow flies in a straight line, directly striking your reticle.
Draw (Levels 1-3)
Draw shortens the amount of time for your bow to charge up
Level 1: 10% faster drawback time
Level 2: 20% faster drawback time
Level 3: 40% faster drawback time
Quiver (Levels 1-3)
Quiver allows you to fire multiple arrows at the same time. Even with Focus, the arrows will always stray off course and will not be very accurate
Level 1: Fires up to 2 arrows at once. The extra arrow has a 20% chance of firing
Level 2: Fires up to 2 arrows at once. The extra arrow has a 50% chance of firing
Level 3: Fires up to 3 arrows at once. Both extra arrows have 50% chances of firing.
So next, we have the sword. These enchantments make the sword more of a defensive weapon.
Pierce (1 Level):
Has a chance of ignoring the target's armor depending on the type. The chance is increased in this order: leather, diamond (proof: http://www.youtube.com/watch?v=8KuH0-994Hk), Chain, Gold, Iron
Parry (1 Level)
Parry negates damage dealt to both you and your target when you both strike at the same time
Block (2 Levels)
Block increases the damage negated when you block with your sword
Level 1: All damage dealt by mobs is reduced by 50% when blocking
Level 2: Mobs can only deal 1/2 of a heart in damage each hit
Aerial (1 Level)
Similar to knockback except it launches enemies upwards instead. Mobs are incapable of everything until they touch the ground.
Next we have the axe. It's enchants have turned into more of an offensive weapon, that counters the sword.
Hook (1 Level)
Hook is the counterpart to knockback. It pulls an enemy in and prevents them from taking action for a short ammount of time. It is useful for mobs like skeletons, but not as much for Creepers.
Smash (1 Level)
Smash is the counterpart to Aerial. Instead of knocking the enemy up, it smashes them down, increasing the falling damage a falling target will take, and stunning and slowing targets on the ground.
Shatter (1 Level)
Shatter has a chance of shattering the target's armor, causing them to temporarily lose the armor benefits and enchantments.
Cleave (1 Level)
Cleave deals minor damage to enemies surrounding the target.
So what do you think? Comment on what you want! Give a diamond if you like! Subscribe if you want more! Favorite if you REALLY like it! Thanks for reading!
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my only issue is what if enchantments collided:
Player 1: uses knockback sword
player 2: uses hook axe
just wondering how that would play out really