When mending multiple armor pieces simultaniously (by wearing all four pieces), mending fails to correctly prioritize the lowest durability piece, and instead selects which item is repaired randomly for each experience orb collected.
This causes armor mending in PvP (using bottle o' enchanting) to be luck-based if the user does not intentionally take off the pieces of armor that have less durability damage.
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This seems to be working as intended. I looked into this a while ago, and the process on the Minecraft wiki describing the current behavior seems to line up perfectly with what appears to be intended looking at the code.
Thank you for your report!
After consideration, the issue is being closed as Working as Intended.
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Was this ever the case?