Anvils fail to preserve high level enchants
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang | Sharpness 1 | Fire Aspect 1 | Unbreaking 5
and combining them in an anvil, the result has
SH2/FA2/UB3 | cost: 30 levels
This downgrades the Unbreaking enchantment.
I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reduced
Or, a second result is available with the above changes.
Linked Issues
is duplicated by3
Created Issue:
Anvils fail to preserve high level enchants
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang
Sharpness 1
Fire Aspect 1
Unbreaking 5
and combining them in an anvil, the result is SH2/FA2/UB3 at a cost of 30 levels, which downgrades the Unbreaking level.I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang
Sharpness 1
Fire Aspect 1
Unbreaking 5
and combining them in an anvil, the result is SH2/FA2/UB3 at a cost of 30 levels, which downgrades the Unbreaking level.I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang
Sharpness 1
Fire Aspect 1
Unbreaking 5
and combining them in an anvil, the result is SH2/FA2/UB3 at a cost of 30 levels, which downgrades the Unbreaking level.
I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang
Sharpness 1
Fire Aspect 1
Unbreaking 5
and combining them in an anvil, the result is SH2/FA2/UB3 at a cost of 30 levels, which downgrades the Unbreaking level.
I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang | Sharpness 1 | Fire Aspect 1 | Unbreaking 5
and combining them in an anvil, the result is SH2/FA2/UB3 at a cost of 30 levels, which downgrades the Unbreaking level.
I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang | Sharpness 1 | Fire Aspect 1 | Unbreaking 5
and combining them in an anvil, the result
is SH2/FA2/UB3 at a cost of 30 levels, which downgrades the Unbreaking level.I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang | Sharpness 1 | Fire Aspect 1 | Unbreaking 5
and combining them in an anvil, the result has
SH2/FA2/UB3 | cost: 30 levels
This downgrades the Unbreaking level.
I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang | Sharpness 1 | Fire Aspect 1 | Unbreaking 5
and combining them in an anvil, the result has
SH2/FA2/UB3 | cost: 30 levels
This downgrades the Unbreaking
level.I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
Given two items:
<italic><rarity:blue>Chipped FlameVenom Fang | Sharpness 1 | Fire Aspect 1 | Unbreaking 5
and combining them in an anvil, the result has
SH2/FA2/UB3 | cost: 30 levels
This downgrades the Unbreaking enchantment.
I propose that when high-level enchants (meaning higher than possible normally in survival) are present on an item, and two identical copies of that item are combined in an Anvil, that:
1. The result is identical to the inputs, durability added
2. The cost is reducedOr, a second result is available with the above changes.
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Duplicate of MC-9922; which has been resolved as Working as Intended - please use the search function in the future.
Thank you for your report!
We're tracking this issue in MC-9922, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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Works as intended. The item has been modified outside of the game, as there is no unbreaking 5 possible in the default game mechanics.
@Mustek - I'm talking about improving the game for custom maps
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