Archived Op Axes...

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Qeusk

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I was having a play about with minecraft 1.4.6 on single player, and I've noticed you can create sharpness I, II etc. axes; using the enchanted books and anvils. however fire aspect I, II has been disabled. I was wondering if you could disable sharpness axes, I think it would be to op.
 
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Even as a dwarf, I agree. The more we use axes, the more damage we do with them and this would just make us (more) op. The same can be said for the Thorns enchantment. I really hope it gets disabled because we're powerful enough without dealing damage to someone without actually touching them.
 
Even as a dwarf, I agree. The more we use axes, the more damage we do with them and this would just make us (more) op. The same can be said for the Thorns enchantment. I really hope it gets disabled because we're powerful enough without dealing damage to someone without actually touching them.
Mhm, But I think the thorns enchantment is fine because it doesn't do much counter damage probably half a heart (per thorns level).
 
i gotta agree, enchants like that for an axe are waaaaay op. axes are strong enough. we dont need the ppl who spend most their time on here already more powerful than ppl who have played for just as long. no need to add to their power, theres not even a fighting chance
 
Agree with ShadowShy, Thorns should be disabled. I hate the power divide between Premium and Non-premium as it is, don't make them stronger!
 
I have to agree with all of this ... could you imagine someone with amazing axe skill fighting with a god axe :P
 
I was having a play about with minecraft 1.4.6 on single player, and I've noticed you can create sharpness I, II etc. axes; using the enchanted books and anvils. however fire aspect I, II has been disabled. I was wondering if you could disable sharpness axes, I think it would be to op.
The reason axes are so much more powerful than swords, is because if swords were equal, then enchanted swords would be too op. Now that there are enchanted axes I think they should either be disabled, or the power of axes decreased. (Or the power of swords increased)
 
The reason axes are so much more powerful than swords, is because if swords were equal, then enchanted swords would be too op. Now that there are enchanted axes I think they should either be disabled, or the power of axes decreased. (Or the power of swords increased)
No way enchanted axes is super op... imagine getting swiped by someone with a super high axe skill and a sharp V enchant on it, that's you and your armour gone.
 
As a Dwarf, I have long wanted the ability to place combat enchantments on axes, rather than tool enchantments for battle. I am tired of having a "Great Axe of Aldur" on a wall enchanted with Unbreaking III when it should rightfully be enchanted with Sharp V.

With that said however, there should be some balance to prevent unnecessary nerfing to oil the squeaky wheel.

Mojang is building Minecraft into the rpg genre, and plugins like mcmmo which advance vanilla Minecraft to this kind of a game will no longer be needed.

Long term, if this server will be around ( and I expect it will be ) I think it makes more sense to tweak mcmmo to scale back axe damage, and allow the more vanilla features to be used. So that when or if Mojang decides to add a skills system that is similar to mcmmo, there is much less of a transition needed for the players on Massivecraft.
 
I personally think that swords should be increased in power so as to have more effect - as of now, they are about as useful as a stick on an Agni...
 
Wonder what would happen if I made a SH IV Wooden Hoe... The possibilities!!!
 
As a Dwarf, I have long wanted the ability to place combat enchantments on axes, rather than tool enchantments for battle. I am tired of having a "Great Axe of Aldur" on a wall enchanted with Unbreaking III when it should rightfully be enchanted with Sharp V.

With that said however, there should be some balance to prevent unnecessary nerfing to oil the squeaky wheel.

Mojang is building Minecraft into the rpg genre, and plugins like mcmmo which advance vanilla Minecraft to this kind of a game will no longer be needed.

Long term, if this server will be around ( and I expect it will be ) I think it makes more sense to tweak mcmmo to scale back axe damage, and allow the more vanilla features to be used. So that when or if Mojang decides to add a skills system that is similar to mcmmo, there is much less of a transition needed for the players on Massivecraft.
Quit downvoting posts simply because you disagree. and it upsets you.
 
Axes are INSANELY OP. A non-prem player that has been on for a month that was a god at PVP could stand no chance vrs a retarded Premium who has played for half a year armed with an enchanted hoe.....
 
Quit downvoting posts simply because you disagree. and it upsets you.


(( Fortunately good sir, I do not wear my emotions on my sleeve, nor do I get upset over someone who disagree's, with me. We as a society would not be where we are without controversy, as for using the tools built into the forums, are they not there to be used ? If they are merely there to be decorative then by all means I will undo my actions, however I responded to each post as I thought was appropriate. I look forward to your private message so I may correct my actions if needed in the appropriate place, not in a thread intended to discuss the enchantment of axes.

As far as weapons being balanced or not, no one will ever be completely happy, I do think however some people die often to axes due to a lack of enchanted armor, lack of skill in pvp, or lack of combat skill in McMMO.

As it stands, axes can cause a critical hit in 2 ways:
Vanilla Minecraft
Mcmmo mod

A minecraft critical hit maxes out at:
11 damage for Axes
12 damage for Swords

A mcmmo Critical hit maxes out at:
20 damage for Axes
0 bonus given in mcmmo.

Swords do up to 7 damage

Axes have a lower base damage than swords
Axes take twice the durability hit from combat as they do from being used on wooden items.
Axes damage armor

However swords do have:
Counter attack which can redirect damage to the attacker
Parry which can dodge attacks

Sharp V adds up to 7.5 damage to an attack

By removing the crit chance from mcmmo ( config file I believe ) axes do less damage than they currently do.
Swords would crit for 19.5 damage
Axes would crit for 18.5

Until now, Axes have been given a crit bonus to compensate for the lack of enchantments. Now that enchantments can be applied to axes, why not remove mcmmo's crit chance from axes all together to help level the playing field ?

Rather than stating they are Overpowered, specify which part of combat with an Axe is overpowered and offer a constructive way to resolve the problem.

just my additional 2 cents ))
 
Axes are INSANELY OP. A non-prem player that has been on for a month that was a god at PVP could stand no chance vrs a retarded Premium who has played for half a year armed with an enchanted hoe.....
You portray premiums and other players as retarded? Stop being derogatory just because you're mad. I think the point has been made in this thread, and a mod should probably close it before it gets even more out of control...
 
If Crits could be removed from axes then enchantments such as sharp V may be acceptable, but axes still do a hell of alot of damage to armour.
 
These axes are a bitch to get, spent a few hours today trying to get one... (no life) *sobs*[DOUBLEPOST=1356136004][/DOUBLEPOST]And also, if somebody where to hit me with a sharpness axe, and I got a counter attack, they would insta kill themselves.
 
+1 to DisturbedReaper, didn't think of that. Ha, I'd love to see a video of that.
 
To be honest MCMMO as a plugin has always been kindof crazy out of control. I don't consider any of it's bonusses reasonable and would much rather scale everything down to a percentage of the total to make sure it never does more then 200% base damage on a weapon.
 
I do not say all premiums or any amount off them are retarded, and I was not raging. Rather I was pointing out that a near comatose premium in diamond armour could win in a fight against a decent non-premium PVPer and win.
 
I do not say all premiums or any amount off them are retarded, and I was not raging. Rather I was pointing out that a near comatose premium in diamond armour could win in a fight against a decent non-premium PVPer and win.
You seem to be a bit off in your calculations, friend. If you've ever fought Koertge, you'd know that it goes both ways. If you go train your axes high, I'd be just the same as fighting a prem with that axe level, albeit wearing iron instead diamond armor. We prems don't have an McMMO advantage, really. Just short ability cooldowns :Pf
 
All I'm saying its annoying when a couple of months ago I join the server, in the first two days get enchanted iron and a sharpness 1 sword (ah being a noob:P ) go to help an ally kill an unarmed guy trying to get his stuff and then brought down to 1/2 a heart by one swipe of an axe and running half-way across daendroc until I am shot.
 
I feel your all forgetting that Axes (and swords) are no where near as powerful as a bow. Should the archer be skilled enough (and have Punch) you melee fighters will get no where near us ;)

Onto the topic at hand, yes, axes are rather powerful. Perhaps getting rid of the critical hit would be best, to make swordsman and axeman relatively balanced. But in all honesty, pure damage doesn't win a fight, your wits do.
 
(( Fortunately good sir, I do not wear my emotions on my sleeve, nor do I get upset over someone who disagree's, with me. We as a society would not be where we are without controversy, as for using the tools built into the forums, are they not there to be used ? If they are merely there to be decorative then by all means I will undo my actions, however I responded to each post as I thought was appropriate. I look forward to your private message so I may correct my actions if needed in the appropriate place, not in a thread intended to discuss the enchantment of axes.

As far as weapons being balanced or not, no one will ever be completely happy, I do think however some people die often to axes due to a lack of enchanted armor, lack of skill in pvp, or lack of combat skill in McMMO.

As it stands, axes can cause a critical hit in 2 ways:
Vanilla Minecraft
Mcmmo mod

A minecraft critical hit maxes out at:
11 damage for Axes
12 damage for Swords

A mcmmo Critical hit maxes out at:
20 damage for Axes
0 bonus given in mcmmo.

Swords do up to 7 damage

Axes have a lower base damage than swords
Axes take twice the durability hit from combat as they do from being used on wooden items.
Axes damage armor

However swords do have:
Counter attack which can redirect damage to the attacker
Parry which can dodge attacks

Sharp V adds up to 7.5 damage to an attack

By removing the crit chance from mcmmo ( config file I believe ) axes do less damage than they currently do.
Swords would crit for 19.5 damage
Axes would crit for 18.5

Until now, Axes have been given a crit bonus to compensate for the lack of enchantments. Now that enchantments can be applied to axes, why not remove mcmmo's crit chance from axes all together to help level the playing field ?

Rather than stating they are Overpowered, specify which part of combat with an Axe is overpowered and offer a constructive way to resolve the problem.

just my additional 2 cents ))
Yes, but seeing as you disliked almost all comments, I said MY 2 cents.
 
Why are you only giving pennies? I'll give a nickel, axes should have their armor power boost nerfed because of the new enchantments ( and only keep the enchantments if the max goes up to Sharpness III
 
Why are you only giving pennies? I'll give a nickel, axes should have their armor power boost nerfed because of the new enchantments ( and only keep the enchantments if the max goes up to Sharpness III

I don't understand your view on this, are you saying they will cause more armor damage because of the enchantment ? That would be incorrect, mcmmo calculates armor damage independently of the Vanilla code. I'm sure you noticed a prior post, if the mcmmo crit was removed, they would once again do less health damage to players than swords do.

If the ability for axes to damage armor is removed, it only seems fair to remove the passive sword abilities, bleed, and counter attack.

Also, I do not have much cents left at my age, so I try to reserve what I give out :)
 
We will be looking into scaling back the overall damage of MCMMO and manually balancing the axes. However, it should be noted that cayorion may opt to simply wait and see if the MCMMO devs come up with a new update to deal with the adressed issue. Locking for now and provisionally filing under approved.
 
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