Talk:Tutorials/Best enchantments guide

Ok, I'm explaining how I chose the priority list for all Items. As a general rule: (1) First Unbreaking, because the earier you take it, the more useful it is. Trident is the exception, because without Loyalty or Riptide you can lose it fully. (2) The next thing is what makes something more productive for what it was meant to create. For armor it is Protection, for weapons what makes more damage, and so on. (3) After that comes Mending. Mending is a very useful enchantment but I still think it comes after these two in practice, I mean, you have time to use up your tools a bit and then "repairing" them (you are not losing anything by doing it after the tool/armor is a bit used so lets do that "bit used" a productive one). The exception would be that a tool is about to break, if its an expensive one, but that needs time, enough time to get Mending. After these three categories comes (4) these extra things you can give your item. (5) The last thing only for armor is Thorns, and I've explained why in the beginning of the page. Now I'll explain some of the details for specific items: (a) Helmet Respiration before Aqua Affinity. I thought you need to be first underwater to think about mining underwater. (b) Chestplate uses the described rules. (c) Leggings uses the described rules. (d) boots. I don't know if Feather Falling should be more up honestly, I just used the rule and thought that's an extra thing, but it definitely could be more up. [Depth Strider and Frost Walker] are before [Soul Speed] because I thought, you spend your time first in the overworked and then in the Nether, even though Soul Speed is very nice, but it comes later. (e) Sword sweeping edge increases damage and that's what it is about, that could be even a reason to put it over Mending but I wasn't quite sure. I preferred Looting over Fire Aspect, even though Fire Aspect deals more damage, because Fire Aspect can cause you to burn and usually it's chosen for having cooked food rather than its damage increase over time, so I think loot (=more food and more of that thing you need) is better than already cooked food (I know they are not mutually exclusive but if you want to compare what is better, that's the way you go). (f) Axe uses the described rules, and don't tell me it's not a better weapon (you know, 1 hit kills). Knockback is useless for Single player. How often are you really surrounded by mobs and need knockback? This happens only when you jump in a spawner place without being a little prepared. *flashbacks intensifies* (g) Pickaxe Yeah you can mine faster with Efficiency, but you are mining for ores. These ores are limited. [useless fact] Did you know that a minecraft world is not unlimited? whatever, what I want to say, you have to move a longer distance the more you mine, and you can choose to "shorten" the way by using Fortune for some ores. I'm not saying Efficiency is bad, but for the purpose of mining (which is at early times getting ores), the first thing to choose would be Fortune. That note I've written, was meant for the Iron pickaxe, but that's only the case when you already have a villager with Fortune and an anvil. (h) Shovel uses the described rules. (i) Hoe Chestplate uses the described rules. Oh you are reading this? Have a nice day :) (j) Bow I've already described why Infinity is better ("note") but I mean, if you have a chicken farm, and want to waste time chopping trees and wait for gravel luck, do what you want to do. I'd also prefer Infinity over Flame. Aaaand who needs punch? when your enemy is too close and you want knockback I can barely understand, but when your enemy is already far away enough to get the xp and loot why do you want to use punch? (k) Crossbow Multishot and Piercing could be higher up, but I not if you only use one. When using multiple Crossbows and spam shooting you don't need to mind a lot about durability. So I'm not sure about this one... I can only tell that bows with Power are much superior. (l) Trident uses the described rules. (I've already described why the loyalty or riptide first). (m) Fishing Rod. If you are not fishing for fish but for treasure and want most amount of treasure in the shortest amount of time, it is better to choose Luck of the Sea than Lure. Lets compare level III. Without Lure the average time for fishing is 17.5 (5-30 seconds) with Lure III it is 10 (5-15). This is a [Treasure at time] increase of 42.9%. Without Luck of the Sea the chance of Treasure is 5%. with LotS III it is 11.3%. This is a [Treasure at time] increase of 55.8%. I think this is the most useless calculation ever, whatsever lets move on. (n) Shears be like jeb__ It seems cool but in reality it's the s(h)ame. (o) Petition to call it Steel and Flint because Steel goes first. (p) Shield Also protects from Coronavirus, try it for free. (q) RIP Pewdiepie entering End. (r) why am I using alphabet numeration. (s) It's clear. Good bye :) Minecraftgetintheboat (talk) 01:16, 21 July 2020 (UTC)--Minecraftgetintheboat (talk) 01:16, 21 July 2020 (UTC)

Personally I think this guide would be most helpful if it gave more off an idea on whar order to put the enchantements on. What are other peopels thoughts on this? User:Explorer for Treasure (talk) 08:16, 25 March 2021 (GMT)

Like the [|Anvil Mechanics] page? Definitely! civilCornball (talk) 12:30, 17 June 2021 (UTC)

Trident: Impaling V (useful for fighting guardians, but not drowneds‌[JE only], or underwater combat in general‌[BE only])

This line is ambiguous. The way this is worded, it could be interpreted two ways: 1) useful for fighting guardians, but is not useful for drowneds or underwater combat in general 2) useful for fighting guardians and underwater combat in general, but not useful for drowneds

The Impaling wiki implies that #1 is correct for BE and Java test edition 4+, but #2 is correct for JE: https://minecraft.fandom.com/wiki/Impaling

I believe this line should be split to clarify between the two versions, or edited in a way to provide more clarity.