How To Repair Diamond Armor
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Repairing Enchanted Items
Source: https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/2565086-repairing-enchanted-items
Posted by: mullinstriessir.blogspot.com
#ane Nov 23, 2022
I know that after a certain amount of repairs a particular becomes "too expensive" what I am wondering is - is this a set number of repairs no matter what, or does information technology depend on how damaged the item is? Basically is information technology more constructive to repair pocket-sized amounts of employ and oft, or employ it until almost dead each time, and then repair?
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#2 Nov 23, 2022
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Only testing.
#3 November 24, 2022
Yeah, the repair toll sequence in 1.viii for a base of operations particular is around something similar ii, 3, 5, 9,17 then 33 levels before it becomes unrepairable (I repair when the item is nearly washed, using a indistinguishable item for the repair - not ingots). I dunno if thats the all-time/only manner in one.8, the Mastercaver will know the intricacies.
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#iv Nov 24, 2022
You can save a few Xp levels by repairing with an unenchanted item instead of ingots/diamonds but that'south hardly worth worrying almost.
ii levels with an detail vs i level per ingot/diamond.
On the other hand you can save a lot of diamonds by repairing a chestplate with 3-4 loose diamonds rather than using 8 to make a new chestplate to repair with.
And then I'd utilize diamonds/ingots to repair armor and items to repair tools and swords.
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But testing.
#5 Nov 24, 2022
Mmmm, may have to re-recollect my armour repair strategy, thanks Hex
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#vi Nov 24, 2022
2 levels with an item is a bargain every bit everything takes 3-iv diamonds to repair from a mostly cleaved country equally far every bit I'g enlightened. Only chestplate and pants would I consider using loose diamonds.
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Re: 3D Minecraft - Anyone tried it?
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and at present my married woman is significant.
Stupid 3D..
#seven November 24, 2022
The best thing to do IMO is wear it down to naught afterwards the original enchant, then combine it with something at full immovability you simply enchanted until you take max enchanted gear(besides rename it at this time if you wanted as you lot won't suffer an additional repair price for renaming, which will be fixed in 1.ix).
Most of the maxed gear will have 2-4 combines to become and with only 6 repairs, you lot desire to maximize your employ of them.
That's really only if you want the all-time gear possible though.
I really accept iv of those swords correct now due to how I rotate and enchant the items I use. I accept a double breast of broken stuff merely waiting for me to become the correct enchants on a new item to repair them.
Other than that...
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#8 Nov 24, 2022
I play on 1.7.2 the mechanics may have changed, merely endeavor switching the position of items in your anvil. Identify the unenchanted item get-go, and the enchanted item 2nd (equally the sacrificed item). Brand sure the enchantments are transferring though. I've found the price to exist lower that manner, and I all the same go the enchantments.
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#nine Nov 24, 2022
They did, in 1.viii. You could infinitely repair items earlier due to renaming resetting the anvil work cost. This was stock-still in i.8 merely will be re-added essentially in 1.9 with mending.
The only departure before was that renaming still would not permit you to repair max enchanted items as their repair cost was however too high. This is besides stock-still in 1.nine as you lot will be able to put mending on max enchanted items and and so keep them forever with proper care.
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#10 November 24, 2022
There's no way to go around the prior work penalty; the game always uses the particular with the college penalization to calculate the terminal punishment (ii * punishment + 1) so eventually you have to supplant it.
Also, 1.7.two has a somewhat dissimilar mechanic; the punishment increases by 2 levels per repair (or any other operation on an anvil) unless you lot rename the item, - after which information technology is always 2, allowing you lot to repair items forever (this was effectively restored in one.9 with the Mending enchantment, which uses XP you pick upward to restore immovability - you don't even demand anvils or diamonds to repair them). Because of this (I play in 1.6.4, with the same mechanics) I've simply made a single fix of diamond armor and merely three swords, two of which were not used much while the 3rd has seen over 130,000 uses and 65,000 mob kills, which pales in comparison to my pickaxe, with more than than 1 million uses beyond 2 pickaxes (one with Efficiency V, Unbreaking Iii and another that also had Fortune III; I stopped using the Fortune one since in that location is piddling indicate in it and it is even a hindrance when yous mine 3000 ore, by and large coal, per mean solar day).
Note that prior to 1.eight repair costs factored in enchantments and durability, thus I accept to repair my sword (Sharpness V, Knockback II, Unbreaking III) with private diamonds; 29 levels for i and 35 for two. While this uses twice the diamonds of a new sword that is irrelevant because my playstyle, plus incremental repairs hateful you don't need to worry about breaking an detail, equally you want to wear out an item to aught durability to maximize repair efficiency when combining (only my pickaxe and shears are repaired this way; I apply two diamonds for armor and repair my bow with damaged bows dropped past skeletons), and Unbreaking finer makes each diamond restore the durability of a new sword (a sword without Unbreaking would also cost more XP per apply; 31 levels to restore the uses of i diamond with Unbreaking).
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#eleven November 24, 2022
It goes upward based on how much it's been repaired. But I'm the ONLY person who remembers to mention Mending. In the 1.nine snapshots, if added to an item, its cost will NEVER get upwardly. And so add it to a new pickaxe, so add Fortune 3/Silk Touch on and Efficiency 5 and its repair price should still be ane or 2 levels. And also if you lot pick up XP while wearing/property a Mending item, rather than getting the XP your tool/weapon/armor shall get 2 durability. Per. XP.
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#12 Nov 24, 2022
I have no cognition of Mending to remember, I'k waiting for 1.9 to exist officially released.
That sounds manner OP, I hope they alter it to reflect more normal repair costs.
Similar lock the prior work penalty at 15 levels or something.
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Just testing.
#13 Nov 24, 2022
I mentioned Mending as well - but y'all are incorrect nigh the price not going up when added to an item:
In other words, every single performance (I added Mending starting time) increased the prior work penalisation every bit usual. Not that it matters though:
Note that surplus XP goes to filling your XP bar - the durability spent killing a agglomeration of medium and large slimes was more than starting time by Mending. Indeed, I can see myself gaining hundreds or fifty-fifty thousands(!) of levels over fourth dimension since there is merely no point in enchanting or repairing items anymore once you have Mending on all of your gear (Mending likewise stacks with Unbreaking so each XP you get tin restore viii uses; even shooting tiny slimes will give a internet surplus unless you have really bad aim, missing at least 7 out of 8 shots. Similarly, if yous wore armor yous'd accept to take more than than two hits per hostile mob to start the durability gain (v XP = +x durability, 2.5 per piece, three.5 with Unbreaking III).
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#fourteen Dec 10, 2022
Thanks all, Im in one.8 thankfully so its a lilliputian less complicated for me (than how information technology would appear to be in one.nine with mending).
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#fifteen Dec 10, 2022
It will be groovy if yous play on 1.9 snapshots, more than things. Mending Enchantment!!!!!!!!!! They "MEND!!!" your tools for y'all.
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#16 Dec ten, 2022
Mending actually makes things far simpler; for example, y'all NEVER need to enchant ever again - or use anvils or mine diamonds - one time you have it on all of your gear! In fact, I'one thousand surprised information technology hasn't been nerfed considering how overpowered it is; I believe it was originally added for Elytra since they are nonrenewable and accept the same repair limitations as whatsoever other item. When you lot combine Mending with Unbreaking it becomes incredibly easy to proceed all of your gear in repair since each XP restores 8 uses to tools, or 0.715 hits taken in total armor; the average hostile mob drops 5 XP so that's 40 uses restored to your sword or 3.575 hits taken, or any combination in betwixt (generally you lot'll exist using your weapons more you get hitting if you don't just effort diving into a horde of mobs).
Similarly, put it on an Efficiency V, Fortune III, Unbreaking III diamond pickaxe and you tin sustainably branch-mine with it; based on the figures given in this post you can expect to discover one diamond ore every 113 blocks mined with standard branch-mining, which translates to one redstone ore every 14.2 blocks mined and redstone drops an average of 3 XP - plenty to restore 24 uses (blocks mined but counts mining the 1x2 tunnel itself but it is clear than when all ores are considered you become a large surplus; each diamond ore already offsets a 3rd of the blocks mined). This will be peculiarly useful for Haste Two mining since you don't need to worry nearly durability anymore or the added expense of making Efficiency V pickaxes (this is required to instantly mine stone with Haste II and you unremarkably lose at to the lowest degree ane repair).
Given how I play, getting some 5000 XP per play session while caving (which is a vast surplus even with the higher repair costs in versions prior to 1.8, but I do have to spend them to repair my gear; for example, my sword costs 2410 XP, triple the constructive cost with Mending, which is e'er 781 for diamond tools, for a total repair - and 2 anvil uses and iv diamonds) I'd easily accumulate hundreds to thousands of levels (in one world I've gained more a million XP since my last expiry) since there is no use for spending them anymore.
Too, consider this:
That would really only cost 37 levels (for one unit, requiring iv repairs and 11324 XP for a total repair) if I hadn't added ten levels to the per-unit of measurement costs, increasing the anvil cap past the same amount - information technology is otherwise exactly the same as diamond (which costs 35 levels for ii units, 2410 XP for a total repair) with 3 times the immovability (offset by an ore that is eight times rarer when caving) and goose egg enchantability (i.e. only books tin can add enchantments) - I mainly added this tool and armor material so I could have something unique and suitably expensive for my playstyle - non that I have whatever trouble getting the XP or resource (without Fortune) I need - I still manage to reach level 50-sixty between repairs; in vanilla I one time reached level 68 (8102 XP from level 0) simply by mining ores and killing mobs in caves.
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#17 Dec 10, 2022
That isn't entirely correct.
Aren't y'all the i constantly saying that yous refuse to play 1.ix because a creeper tin can one shot you in full diamond armor?
And then if a creeper 1 shots you while yous're wearing your mending armor so a zombie steals information technology all, will you ever need to employ anvils or enchant again?
Which brings me to another question... If a zombie wearing mending armor kills you, shouldn't HE get exp to repair his armor? I'm well aware that he won't, but it seems only fair!
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#18 December xi, 2022
In 1.9, Mending enchanted items will become repaired past feel orbs.
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