#**Modpack**: Prominence Ii RPG **Suggestion**: ...
1 messages · Page 1 of 1 (latest)
Armors and trinkets are something i want to add in the future, on Hasturian Era
Gloves:
Death Glove +6 Soul
Frozen Glove +6 Frost
Flame Glove +6 Fire
Mana Glove +2 Fire, +2 Frost, +2 Arcane
Arcane Glove +6 Arcane
Holy Glove +6 Healing Power
Ranger Glove +4 Projectile
Thunder Glove +6 Lightning
Heavy Glove +4 Armor +2 Toughness
Nerfed Feral Claw +10% attack speed
Shredders +10% Lethality
Back:
Soulfrost Cloak
+30% Frost & Soul Spell Power. +10% Spell Haste
Sunfire Cloak
+30% Arcane & Fire Spell Power. +5% Spell Crit Chance, +10% Crit DMG
Soulfire Cloak
+30% Soul & Fire Spell Power. +5% Spell Haste. +5% Spell Crit
Mana Cloak
+20% Fire, Frost & Arcane.
+2 Fire, Frost & Arcane.
Warrior Cloak
+30% DMG, +0.5 AS
Ranger Cloak
+30% Projectile DMG, +40% Movement Speed, Decrease Drawtime/Increase Bow Attack Speed
Holythunder Cloak
+30% Healing & Lightning
Heavy Cloak
+12 Armor(Allows bypassinh of cap), +6 Toughness, -0.5 AS, -25% Attack DMG
Deepfrost Cloak
+50% Frost, +10% Spell Haste
Hellfire Cloak
+50% Fire, +10% Crit Chance
Arcanewonder Cloak
+50% Arcane, +20% Crit DMG
Brightlight Cloak
+50% Healing Power, +6 Max Health(Allows by passing of cap)
Demonicspeed Cloak
+1.5 AS. -25% Attack DMG
there’s no need to reduce attack damage with attack speed
that is already being done by Prominence’s damage rebalancer
!pwiki
The answer for your question is probably in the official wiki!
the values are too high and items are pretty generic, i’ll be looking forward on making unique items instead, similar to artifacts
👍
So items with Unique effects, similar to some accessories? Like Broken Watch.
yeah
Thats certainly more fun. The thing with the cloak/gloves was to fill out other options in those slots, rather than just have power glove, broken watch and vampiric glove.
Since even as a mage; you'd take 2 of those as your glove option.
While for Back, we only have Cloaks from Botania. They can be made similar to the rpg jewelry statwise or made unique.
A list of unique effects:
-
The sum of the spell power between all elements are taken and divided between every elemen.
Example: (50 + 10 + 15 + 0 + 0) -> 75 / 3 = 25 to each element. -
Aura of sundering, but for specific or multiple elements.
Example: Frost Aura of Sundering = +20% Frost DMG Taken. Doesn't nullify resistance, like Sundering does. -
Initial DMG Amplification. This is a first hit only DMG Amp.
-
Continous DMG Amplification. Similar to committed
-
DMG Convertor. Turns half of one dmg type, into another dmg type.
Example: Frost = 50. Half gets converted to Soul. You still have that 50 in Frost. Soul just now have an added +25 to its total value. -
Active Ability. Grants an active ability, that you cannot obtain elsewhere.
6.1: Elemental Incarnation: Grants HUGE DMG Amp to specific element, BUT causes you to take more DMG from other DMG types or/and while in effect: -50% Armor Efficiency. Very long CD.
6.2: Mark: Mark an enemy, applying 'glowing' and a debuff that causes the being that have said debuff, to take more dmg from the wielder of the related trinket. Can only be applied on one enemy. Med~Long CD.
6.3 True Sacrifice: -99% Health(sets health to 1). Cannot regen for the duration of the effect. Aim at another player, takes 5 seconds to cast. Gives ENOURMOUS buff to the selected player, while the True Sacrifice user takes ENOURMOUS debuffs
Buffs: +30 DMG(to their highest dmg type), +100% AS, +40% Resistance, +100% Movement Speed, +Fire Resistance, +40% Magic Resistance, Applies stacking Sundering to enemies hit.
Debuffs: Sets DMG to 0, AS to 0, +500% Sundering, Sets Armor to 0. Sets hunger to 0. Sets Movement Speed to 1%. Cannot be cleansed. Cannot use spells. Cannot regain hunger. Cannot regen. If the player dies while True Sacrifice is in effect, they lose ALL levels in the skill tree. Permanently loses 10 Max Health, that can never be regained(Can only occur once).
Debuffs & Buffs lasts for 10 seconds.
CD: 48 hours.