Runes rework
Posted: Mon Jun 21, 2021 2:22 pm
Sharpening/Hardening:Stays the same.
Poison:you will now need to strike a certain amount of times to activate the poison rune. Hit the enemies [x] amount of times to trigger the max potential of the poison rune.
Ex:p2 weapon, first hit 1pois dmg, 2/4/8. Damage will slowly increase by [x]% because the poison is melting the armor/internals of specific enemy. Reducing enemy defense for a bit. This has a cooldown depending on the rune.
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Fire:damage stacks, base damage is nerfed. effects can be stacked multiple times. Damage ticks ALOT more faster. But with a shorter duration, ticking depends on the amount of times you've struck an enemy
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Electric rune:+13% Damage on all rune stages, striking an enemy has a [x]% amount of chance to trigger lightning, first enemy struck is dealt a +200% damage increase by the electric rune. An electric chain will slowly be started, slowly spreading from enemy to enemy. Damage reducing by 22% each chain. Dissapearing after damage per chain hits 0.
I don't personally think this suggestion sounds good. But it's just some extra because how the runes work rn just feels basic
Poison:you will now need to strike a certain amount of times to activate the poison rune. Hit the enemies [x] amount of times to trigger the max potential of the poison rune.
Ex:p2 weapon, first hit 1pois dmg, 2/4/8. Damage will slowly increase by [x]% because the poison is melting the armor/internals of specific enemy. Reducing enemy defense for a bit. This has a cooldown depending on the rune.
--
Fire:damage stacks, base damage is nerfed. effects can be stacked multiple times. Damage ticks ALOT more faster. But with a shorter duration, ticking depends on the amount of times you've struck an enemy
--
Electric rune:+13% Damage on all rune stages, striking an enemy has a [x]% amount of chance to trigger lightning, first enemy struck is dealt a +200% damage increase by the electric rune. An electric chain will slowly be started, slowly spreading from enemy to enemy. Damage reducing by 22% each chain. Dissapearing after damage per chain hits 0.
I don't personally think this suggestion sounds good. But it's just some extra because how the runes work rn just feels basic