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Showing results for tags 'flaming aura'.
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As it currently stands now, Life transfer and Frostbrand/Flaming aura are the most popular enchants, while others are almost never used. Bloodthirst increases your damage by a flat amount, making it weak on larger weapons with slower swing timers. (I believe? this one is kinda fuzzy to me in terms of info) and seems to be kinda unreliable. and only seems to work decent in epic. Venom is almost never used due to it not dealing more damage, and having an ability that is near useless when magic healers are around, and instant death from poison wounds are rare and almost never useful in the heat of combat. Rotting touch is okay, again, not very useful in the heat of combat unless you want to give healers a harder time, but magic healing makes it kinda useless. and it does 13% less damage then FB and FA. Proposed Enchant mechanics: Frostbrand: Adds a frostburn wound that is 10% of the damage your weapon deals. Also freezes the enemy for 15% of your weapon swing timer, (At 100 power) Example... A 6 second swing timer would freeze the enemy for 0.9 seconds. During the freeze, the enemy's swing timer is halted (not interrupted) the enemy is also unable to move. 2.5 second cooldown until the enemy can be frozen again to prevent impossible movement during ganks. Enemies can still block, but CR is reduced by 2 when frozen. CR Debuff is only useful during ganks because a single player would never be able to land a hit when the enemy is chilled. Flaming Aura: Same as it is now, adds a wound that is 33% of the damage your weapon deals at 100 power. Making this enchant unique rather then the same thing as FB would add more appeal to Magranon and Smeagain priests, and would add more to the market. Life Transfer: Stays the same, seems to be well balanced since it can only heal one wound at a time. Quite weak in PvP, and giving it the ability to heal multiple wounds at a time however would make you practically invincible if you're a tanky enough. Bloodthirst: Increases weapon damage by 50% at 10,000 charge. Charge is gained through damage dealt, 1 damage increases the charge by 5. This ignores armour, so a 100 damage hit that deals 30 damage would still give 500 charge. So 2,000 damage is required to gain full charge. Charge begins to degrade after 25 seconds of hitting nothing, and will degrade by 80 charge per second, which means it takes 150 seconds to loose full charge. Very good for hunting trips and long encounters in combat, but near useless for the occasional encounter. Venom: Adds a poison wound that deals 10% of the damage your weapon deals at 100 power... Rather then having poison wound kill you randomly on a healing tick, instead the poison wound worsens every second. All extra poison damage stacks into one wound. Very light wounds 0.01 per second, light 0.02 per second, Medium 0.04 per second, Bad 0.06 per second, and Severe 0.08 per second. Uniques would be immune to poison worsening. Remove AoSP poison reflection as it would make it never used in PvP. When a healing tick occurs it turns into an internal wound at which point it will stop worsening every second, but the internal wound would most likely be nasty if not salved, so treatment would commonly be required. A healing tick takes 3x as long to occur on the poison wound. When applied (Farmers salve) or treated with enough potency to heal the size of the poison wound, the poison wound stops worsening and begins healing like a normal wound, and at the same speed of a normal wound. This can be a good enchant for getting decent damage on an enemy and retreating when you're weak. Every time the wound worsens, it does not reset the time it takes for a healing tick. Healing ticks do not add more damage to the wound, just changes the wound type, A very light wound would do 0.60 damage per minute, light 1.2 DPM, medium 2.4 DPM, Bad 3.6 DPM, Severe 4.8 DPM. Rotting Touch: Increases weapon damage by 20% at 100 power. (Same damage as it is now I believe) Infected wounds heal 25% less when healed with magic or bandaging. (Through the initial chunk of health healed through bandaging and casting) Ticks twice as fast when not bandaged or treated, but worsens half as fast. (Carries same difficulty to heal) Remove the brittleness that it brings to the weapon, it turns off players who want to use it casually. The 13% damage penalty when compared to FA I believe is enough. FA is better when your target has no escape and you're fighting till the death. I think these changes to the weapon enchants would add some more interest and opportunities in combat. And would possibly help boost the enchanting market. Thanks for reading! I'm very open to suggestions and critiquing the list, would appreciate it.
I dropped a stack of arrows gained through pvp into a BSB, knowing that a few had flaming aura or frost brand on them but expecting those to stay in my inventory due to a patch in 2016 that had stopped you from dropping coc/woa/botd items into a bin. Unfortunately, I misremembered the patch until it was too late, and had assumed it had meant all enchantments. My suggestion is to include weapon enchants to the list of enchantments that will stop you from storing things in a bsb/crate.
So, I presented one of my random ideas in GL today, and it had a rather positive reception, and was convinced to post the idea here: My idea is to have Flaming Aura enchant on a pickaxe, automatically smelt ore into lumps as it mines. The power of the enchant would affect how often it smelts, for example, a 1 power enchant would smelt approximately 1 / 100 ore, where a 100 power enchant would smelt all ore mined. This reduces downtime when heavily mining, and gives a new viable enchant for Pickaxes. Thoughts?