![]() (Dark Apostate Tier 1) 1d6 Evil damage, evil spellpower.(Swashbuckler Tier 4) Music Box now grants +1 Imbue dice.(Warchanter) Each core beyond the first grants +1 Dice.(Swashbuckler Tier 3) 1d6 Sonic Damage on hit, scaling wit Sonic Spellpower (note: this was the sonic on-crit thing).(Warchanter Tier 3) 1d6 Cold Damage on hit, cold spellpower.(Frenzied Core 4) +3 dice while Death Frenzy is active.(Frenzied Berserker Core 2) 1d8 Bane Damage - Melee Power scaling only.The spell Greater Elemental Weapons now grants +2 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells).The spell Elemental Weapons now grants +1 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells).(Battle Engineer - Unlock Potential t5) +1 Dice with a runearm equipped.(Battle Engineer - Agility Engine t4) +1/2/3 Dice with a runearm equipped.(Battle Engineer Tier 3) 1d6 Electric damage, electric spellpower (fills in missing t3).(Vile Chemist Core 6) +2 Dice (replaces dice change).(Vile Chemist Core 5) +1 Dice (replaces dice change).(Vile Chemist Core 4) +1 Dice (replaces dice change).(Vile Chemist Core 2) +1 Dice per 3 Alchemist Levels - max 6 dice.(Vile Chemist Core 2) - 1d8 Poison Damage, poison spell power.Benefits that previously boosted proc damage now generally boost Imbue dice. Many former procs from existing abilities in class enhancement trees have been changed to Imbues.Turning on a new Imbue will turn the existing Imbue off. You can only have one Imbue active at a time.Imbues scale their damage with bonus Imbue Dice, although Imbues can also scale with things like Melee or Ranged Power. ![]() This extra damage can be specific to certain weapon types, certain combat styles, or it can also be focused on melee or ranged. ![]()
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