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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