Advent-Of-Ascension
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Enchantment ideas (the 3rd one)
Hopefully this is the last time for real I make one of these. Trying to have fun with this one. Whether each of these will also have enchant levels that increase potency, that's up to you, because I know these are off the wall
Giant Slayer (Applies to Greatblades) Think smite but for big mobs. If a mob's height/width hitbox falls above a certain threshold, they will take more damage from the GB. It could scale to deal more against even larger mobs (within sensible balance), and/or have different levels of extra damage.
Crush (Applies to Mauls, not to be confused with the removed enchantment) Think smite but for small mobs. If a mob's height/width hitbox falls below a certain threshold, they will take more damage from the Maul. It could scale to deal more against even smaller mobs (within sensible balance), and/or have different levels of extra damage.
Battle Ready (Applies to Guns) Slightly decreases unholster time, but only if there are x amount of hostile mobs around you. Was tempted to call this one "Rambo".
Ricochet (Applies to Guns, maybe cannons/shotguns too) Bullet projectiles have an x% chance to bounce off a block and go in the opposite direction instead of despawning instantly.
Sawed-off (Applies to Shotguns) The opposite of form. Increases damage, but increases spread. Mutually exclusive with form.
Blowback (Applies to shotguns and cannons) Causes the player to be propelled in the opposite direction they shoot, this also includes launching upwards if you fire while looking down. Also slightly increases recoil.
Headshot (Applies to Snipers) Reduces damage, but grants something similar to Head Hunter's ability. If applied to Head Hunter, they just stack with each other very slightly. Mutually exclusive with shell?
Merciless (Applies to Snipers) Increased damage to mobs at 50% HP or lower.
Breaker (Applies to Cannons) Increased damage to mobs at full HP.
Armor Crunch (Applies to Cannons) Increases the potency of the bonus armor damage. It should also remove huge amounts of durability from target player armor/shields because I think that would be funny.
Shrapnel (Applies to Cannons) If a cannon projectile hits a block, it spawns a couple little shrapnel entities. These damage mobs that touch them. They vanish once a mob touched them.
Burst (Applies to Blasters) Increases damage, but causes Blaster projectiles to despawn after x seconds, causing the Blaster to become short-ranged. Mutually exclusive with Recharge?
Discharge (Applies to Blasters) If 0 Spirit is reached while firing, it will cause a discharge that deals AoE damage. However, after this AoE attack Spirit will take longer to start regenerating again.
Conductive (Applies to Blasters) If a projectile makes contact with redstone, it activates it. An equivalent activation range to putting a redstone torch next to redstone/flipping a lever. Could also increase the chance for the player to get struck by lightning during thunderstorms.
Magic Magnet (Applies to Staves) Using a staff will cause exp points in a radius to gravitate towards you.
Energistic (Applies to Staves) Using a staff will give you small amounts of energy back.
Archwitch (Applies to Staves) When using a staff, any splash/lingering potions in your inventory are also thrown out.
Anger (Applies to Vulcanes) Take small amounts of recoil damage when using a vulcane, but gain some rage back.
Magic Protection (Applies to Armor) Like projectile protection, but for magic damage. Mainly for all those goddamn magic ranged mobs