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MC-2773

[ballance issue] Material Cost For Repair can Exceed Initial Construction

i encountered a bug today that i believe to be a flaw in how the anvil calculates repair costs. i had a pick fortune 1 eff 3 i am not sure exactly what the initial enchantment cost was but i believe it was between 25 - 30 levels plus the 3 diamonds for the head of the pick.

the cost to repair the damaged pick to full was 6 diamonds plus 30 xp levels far in excess of the initial cost of creation of the item. this cannot possible be intended and is a serious flaw in the repair system. material cost should NEVER EXCEED the cost to create the item and the XP cost for repair should be a percentage of the initial enchantment cost and NEVER UNDER ANY CIRCUMSTANCES EXCEED THIS

the development team needs to pick either material focus or XP level focus for repair because the current system requires excessive amounts of both XP and Materials the current system doesn't work properly due to the excessive amount of both XP and Materials made far worse by the fact that these numbers can easily exceed initial crafting costs. in my opinion the new anvil mechanics were not properly tested or balanced prior to release and as a result are impractical and useless to the average player

Comments 4

The goal of the expensive cost is to prevent creating Übertools which will last the rest of your Minecraft life. Of course is the sum of XP and diamonds higher than the initial cost, but you get what you pay for. When you create & enchant a new tool, it would be cheaper, but you might get a pick with "Silk Touch" and nothing else for 30 xp.
So either you play lottery or you have to pay for it.

Invalid for now, because not a bug. For feature suggestions/changes please use the MineCraft Forums: Suggestions.

... the repairing cost will also increase with each repairing, also to prevent Übertools.

that may be intended but if you can justify 39 level for naming a weapon i would love to hear it

I'm currently working on figuring out the anvil over on the wiki... Diamonds are particularly expensive to repair, but it's not unbalanced.

For starters, anything you do starts with the base cost of the item, which depends on the enchantments and is not what you paid for it on the enchanting table. When doing unit repair of an enchanted item, each unit costs at least 1 per enchantment, plus 1 for most materials, but 3 for diamonds (you can get a bargain on the last/only diamond, depending how much durability it covered). Sacrifice repair is similarly expensive – repairing an diamond sword with a plain one, costs up to 17 levels (over the target's base cost) depending on the sacrifice's durability (worn costs less), and if you're adding enchantments, that gets added on too. And then there's prior-repair penalties....

Mike Loeven: First, what's on it? Remember, you pay the base cost first, and if you've got Looting 3, Smite V, and Fire Aspect, that's gonna add up. Second, have you repaired it (small penalty) or renamed it (bigger penalty) before? We haven't really figured out renaming costs, but second and sometimes third renames definitely get an increasing penalty.

ETA: Also, nowadays, enchantments are cheaper and levels themselves are pretty cheap, between fighting, mining/smelting, and breeding. I haven't even bothered rebuilding my big XP farm, I just build minifarms around local spawners.

mike loeven

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Unconfirmed

Minecraft 1.4.2

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