Raiding tips & tricks: Difference between revisions

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Claims take up an area of 96 blocks in every direction from the anchor, in a spherical shape. Nodes have this same range and can be used to expand the area of a claim and the health of the claim near the anchor. An ideal node layout is having nodes around 60+ blocks away from the anchor in all four directions, north, south, east and west. When an anchor is broken 66% of the items in storage containers are destroyed to prevent inflation, this means that if there is a stack of an item then it will leave around 16-25 of the item and if there are single items two thirds of them will disappear. A claim will use an amount of emeralds per day depending on it’s level and the amount of nodes. A tier one anchor is 32 emeralds, tier two is 64 and tier three is 128. Each node has the same numbers.
Claims take up an area of 96 blocks in every direction from the anchor, in a spherical shape. Nodes have this same range and can be used to expand the area of a claim and the health of the claim near the anchor. An ideal node layout is having nodes around 60+ blocks away from the anchor in all four directions, north, south, east and west. When an anchor is broken 66% of the items in storage containers are destroyed to prevent inflation, this means that if there is a stack of an item then it will leave around 16-25 of the item and if there are single items two thirds of them will disappear. A claim will use an amount of emeralds per day depending on it’s level and the amount of nodes. A tier one anchor is 32 emeralds, tier two is 64 and tier three is 128. Each node has the same numbers.


== HP Tiers ==
== HP Tiers & Block HP ==
There is six HP tiers, each ascending in block health. Tier zero is 250 health, tier one is either 500 or 750 health, tier two is either 1250 or 1500 health, tier three is either 2500 or 3000 health and tier four is 50,000 health. Tier four is only achievable by having nodes, with the other tiers being from anchor levels. Tier five has not yet been achieved on Minto.
There is six HP tiers, each ascending in block health. Tier zero is 250 health, tier one is either 500 or 750 health, tier two is either 1250 or 1500 health, tier three is either 2500 or 3000 health and tier four is 50,000 health. Tier four is only achievable by having nodes, with the other tiers being from anchor levels. Tier five has not yet been achieved on Minto.


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* <code>Tier 3</code> - <code>3000 HP</code>
* <code>Tier 3</code> - <code>3000 HP</code>
* <code>Tier 4</code> - <code>64000 HP</code>
* <code>Tier 4</code> - <code>64000 HP</code>
* <code>Tier 5</code> - <code>25600 HP</code>
* <code>Tier 5</code> - <code>256000 HP</code>
* <code>Tier 6</code> - <code>Invincible</code>
* <code>Tier 6</code> - <code>Invincible</code>



Latest revision as of 18:34, 14 June 2025

NOTE: Wiki page is still under construction!


Introduction[edit | edit source]

This section relates directly to Minto’s claiming system, which gives protection to blocks inside a claim.

For example, a chest may require up to 750 hits before it is destroyed.

The main aim of a raid is to break the anchor, as doing so will unclaim the entire area.

Block HP is determined by two main factors:

  • How close the block is to the anchor
  • The number of nodes surrounding the claim

In most cases, it's more efficient to break one or two nodes first, which will weaken the claim’s overall HP, making it easier to reach and destroy the anchor.

⚠️ Having a basic Understanding of Tablist is essential for raiding

Peak Raiding Hours & Critical Hits[edit | edit source]

The pickaxe icon indicates how effective breaking blocks and using TNT against claims currently is.

Critical Hit Chances[edit | edit source]

  • High Crits – Highest chance for critical hits
 ⚠️ High Crit is the optimal time for attacking your enemies — and for them to attack you...
  • Mid Crits – Slim chance for critical hits
  • Low Crits – Next to zero chance for critical hits
 You can sleep soundly knowing you are well-protected.

Each region has its own critical hit timing. For example, Europe peaks at 6:00 PM GMT+2.

Crits rise and fall based on the region's local time, starting at 2 PM and ending at 10 PM. Section above is directly sourced from Understanding Tablist

Tool Based Damage:[edit | edit source]

The amount of damage dealt to blocks depends on the tier of the tool you're using:

  • Netherite - Highest damage & highest chance for critis
  • Diamond - Offer moderate damage & crit potential
  • Iron or Lower - Have the lowest crit chance & lowest damage (essentially unviable for raiding)

Claims[edit | edit source]

Claims take up an area of 96 blocks in every direction from the anchor, in a spherical shape. Nodes have this same range and can be used to expand the area of a claim and the health of the claim near the anchor. An ideal node layout is having nodes around 60+ blocks away from the anchor in all four directions, north, south, east and west. When an anchor is broken 66% of the items in storage containers are destroyed to prevent inflation, this means that if there is a stack of an item then it will leave around 16-25 of the item and if there are single items two thirds of them will disappear. A claim will use an amount of emeralds per day depending on it’s level and the amount of nodes. A tier one anchor is 32 emeralds, tier two is 64 and tier three is 128. Each node has the same numbers.

HP Tiers & Block HP[edit | edit source]

There is six HP tiers, each ascending in block health. Tier zero is 250 health, tier one is either 500 or 750 health, tier two is either 1250 or 1500 health, tier three is either 2500 or 3000 health and tier four is 50,000 health. Tier four is only achievable by having nodes, with the other tiers being from anchor levels. Tier five has not yet been achieved on Minto.

  • Tier 1 - 750 HP
  • Tier 2 - 1000 HP
  • Tier 3 - 3000 HP
  • Tier 4 - 64000 HP
  • Tier 5 - 256000 HP
  • Tier 6 - Invincible

How to Raid[edit | edit source]

Raiding is quite simple, figure out the easiest way to reach the anchor and then mine or explode your way into it, then break the anchor. You can also code raid as each anchor has a number ranging from 0-9999, but this is usually unviable due to the amount of time it takes. The most important parts of a raid is making sure you have enough TNT or pickaxes, and having enough players or items to take care of any defenders that a base may have.

Raiding Methods[edit | edit source]

Below is a list of all the raiding methods available to players on Minto

TNT[edit | edit source]

TNT is a great way to raid through things such as stone or deepslate, however it isn’t quite as effective against stronger blocks such as obsidian. It can be a great option to make some kind of TNT cannon to damage the base from long range to keep yourself safe. TNT raiding is extremely efficient when there are very high crits and can easily break down to bedrock for underground bases.

Pickaxe[edit | edit source]

Pickaxe raiding is the easiest way to raid, with it being simply picking up a pickaxe and breaking a block. Netherite pickaxe are both the quickest to use and also the material which gains the highest chance for large crits. Diamond pickaxes are also quite good, but not as good as netherite ones. Pickaxes experience a large durability drop when mining obsidian in claims, especially when there is a crit. One obsidian break can often use up to 10 durability from an unbreaking 3 netherite pickaxe even without a critical hit.

Stealth Raiding[edit | edit source]

Currently, players show up when they're inside of a claim. However, invisibility potions prevent players from appearing on the Minto Map.