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What is the best enchantment order of minecraft in my world? "My World" Enchantment 2022 Introduction
My World minecraft Best Enchanting Point Raiders 202 1, I believe many friends are not very clear about this piece. Next, Bian Xiao will introduce my World minecraft Best Enchanting Point Raiders 202 1, and interested friends can come and have a look.

order

I believe a lot of people are possessed casually, hhh. Many times, they can successfully enchant them all, but it takes a lot of time and level. But in order to manufacture equipment in batches faster, it is necessary for us to adopt a more reasonable enchantment method.

Anti-bar:

Starting from the new villager mechanism, the enchanted book is cabbage price, and it is 1 emerald after being washed by zombies several times. With the help of the last fortress library, full-size magic books and diamond equipment can be mass-produced in the early stage, so as long as a village center is established, full-size equipment can be mass-produced. As for the experience, a low-cost design can be completed in the early stage.

In addition, regarding the RNG enchantment mentioned by some people, it is really useful to make a full-attribute equipment in the early stage, but it is too much trouble to make more equipment.

Moreover, RNG enchantment can't make your equipment full of attributes, or you have to change the enchantment book from the village center, so you have the ability of mass production. Why bother with RNG enchantment?

Finally, if you don't want to know the principle, you can skip to the last operation method.

prerequisite

This paper is based on the following premises:

1. The game is very vanilla (pure original, no plug-in, no mod).

2. The operator is in survival mode (no cheating/operation authority)

3. This operation can be easily repeated.

fundamental principle

First, let's look at the anvil mechanism. Nothing that has nothing to do with manufacturing equipment is introduced here. For details, please go to wiki to check the anvil mechanism.

The level of experience required for anvil operation is:

Sum of cumulative punishment of two items+enchantment cost+renaming cost+durability maintenance cost.

What is cumulative punishment?

Any operation on the anvil except renaming will make the item accumulate punishment. In the future operation, the required experience value will be combined with the cumulative punishment, resulting in the need for more experience value.

When items with cumulative penalty are merged, the one with the highest cumulative penalty is taken, and 1 is added to become the new cumulative penalty.

(For example, an enchantment book with a cumulative penalty of 3 and an enchantment book with a cumulative penalty of 1 are 3+ 1=4).

It doesn't matter if you can't read the above table. You don't need to pay attention to how the cumulative punishment is calculated. I only know that the lower the cumulative punishment, the better.

What is the barrier fee?

Enchantment cost is equal to: enchantment level x enchantment cost multiplier.

For example, multiplier of Thorn Level 3 x4 = 12 enchantment cost level.

It can be seen that the product multiplier (the combination of two pieces of equipment) will only be greater than or equal to the book multiplier, so the combination of two pieces of equipment is not considered.

Minimize the level of experience required for the last enchantment. Don't cling to the level of experience needed for the last enchantment. It doesn't mean anything to survival.

What we need to consider is how to make enchanted equipment more conveniently, considering two aspects:

1. The highest barrier level required in the barrier.

2. The enchantment required by the enchantment always requires the level.

The lower these two items are, the smoother and faster the enchantment process will be, and the batch enchantment equipment will have a better experience.

In addition, in order to be more compatible with higher versions, the final enchantment penalty should be as low as possible, so we take this as the highest priority.

Ideas:

In an enchantment process, the total consumption experience level is determined by the enchantment cost and the cumulative punishment cost.

When the enchanted book is merged with other articles (including other enchanted books), the enchantment fee on it will be calculated once.

When the two items are merged, the cumulative penalties of both parties will be calculated separately, resulting in the experience value demand of the sum of cumulative penalties.

In order to consume the least barrier level and lower the highest barrier level, it is definitely necessary to minimize the cumulative punishment and barrier cost.

At the same time, in order to avoid higher cumulative punishment, it is necessary to use an enchantment book without cumulative punishment (for example, a power V synthesized by two power IV will have a cumulative punishment of 1).

How to identify whether an enchanted book is a cumulative punishment of level 0? If F3+h is used, those without cumulative penalty will be displayed: NBT: 1 label.

In the case of 9 enchantments, the minimum cumulative penalty is 4 (the result is a penalty of 15), because the calculation of enchantment penalty is the highest enchantment penalty plus+1.

Therefore, for the equipment with enchantment penalty of 1, two enchantment books with enchantment penalty of 0 can be combined to enchant the equipment, and the final product is secondary enchantment penalty; If you separate the enchantment, the final product will be in the third enchantment.

As shown in the figure.

The enchantment fee puts the enchantment with lower multiplier behind.

Why?

For example, merge two enchanted books:

Durability III: Level 3 x 1 Multiplier =3

Experience repair: 1 level x2 multiplier =2.

(Cumulative punishment caused by combining two enchantment books 1)

In this example, if this enchantment book is attached to an article, the enchantment fee is 5, and no matter which one is attached to another, the effect of finally attaching to the article is the same.

However, attaching empirical repair to durability III and attaching durability III to empirical repair are different in cost.

The enchantment cost calculated by anvil mechanism does not calculate the enchantment of the former, but the enchantment of the latter.

So the enchantment cost calculated by the former is 3, while the enchantment cost of the latter is only 2.

Considering the two factors mentioned above, because the enchantment goes to the back, and the cumulative enchantment punishment will greatly increase the demand level of the enchantment, we put the enchantment books with higher demand level in front of the enchantment, which can reduce the maximum enchantment level.

At the same time, the combination of high-cost enchantment books and low-cost enchantment books can also achieve this effect.

Take nine enchanted diamond helmets as an example.

For 9 enchantments, the best enchantment method is 1+2+(2+2)+2, reaching the lowest enchantment penalty of level 4.

First, we will enchant the most expensive thorn.

Then there is the general reverse order, the higher the requirement for the enchantment level, the first enchantment.

Because two double enchantment books are to be merged, the victim must choose the enchantment book with the lowest enchantment cost.

In addition, the sacrificed enchantment books should try to choose the ones with lower enchantment cost, so as to reduce the total enchantment cost level.

The order given below is the result of balancing the highest barrier cost level and summarizing the barrier cost level.

Summary of ideas

Organize enchanted books in strict accordance with 1, 2, 4, 8.

Always put the higher enchantment fee in front and the lower enchantment fee in the back.

All enchantment books are roughly arranged in descending order of enchantment cost.

Operation method (too long to read version)

finally

In fact, there are many ways to reduce the experience required for the last enchantment, among which the unstable ones are:

Enchant table, random enchantment book, dungeon equipment, (...)

Stable are:

Equipment traded by villagers, (.....)

But these methods can't make every player reproduce the same situation, so I won't introduce them.

Now you should be able to write a special enchantment sequence for the villagers' diamond equipment that your family can produce stably.

* The following is a program I wrote in Python to calculate the enchantment sequence:

Can be used to calculate a special version of the enchantment sequence, such as diamond equipment generated in the village center. If you have special needs (such as using a bow instead of a rocket), you can use this to generate it. The existing enchantment does not need to write the enchantment sequence.

Note that the program only has a rough CUI. .