(Bedrock parity) Anvil xp costs should be the same
The anvil mechanics in bedrock and Java are severely different. Java costs are usually much more levels than bedrock, and considering that advancing a level takes more XP than the last, this means that it is substantially harder to enchant in Java.
Let’s say 1 sword with sharpness 1 is sacrificed for another sword with sharpness 3.
In bedrock, because sharpness 1 plus sharpness 3 is still sharpness 3, no enchant cost is added, because it only counts the enchantment level added to the final product (3-3=0) times the multiplier (0*1, which is 0), so it only counts repair costs.
In Java, though, it just counts the multiplier times the level on the product (3), costing an extra 3 levels (3*1), plus the repair cost.
As stated by the wiki, it really isn’t limited to 3 level decreases and increases. If a sword on the first slot of an anvil has sharpness 3, knockback 2, and looting 3, combined with a sword with sharpness 3 and looting 3, its cost is 16 in java, but 1 in bedrock.
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