So... i went over my huge list of when to buffs and i found out that one thing for sure we should have is a HP reducing buff, we only got Blood thirst at the moment that has a chance to trigger(so its more like a defensive chance buff).
It would def. need to be only PVP cuz it will ruin wither then for PVE.(there are solid buffs that reduce att, def and damage, armor isnt needed cuz of the shatter armor and piercing strike enchantment already).
Mark of Blood - (+0.2% reduction of opponents HP per point, 35% at lvl 175).
Then another issue would be an offline member defending against attacks, i already introduced the shroud of protection buff but i feel like something is still needed for an extra.
Shroud of protection - Boosts all enhancements up to +35% (lvl 175 is 35%) if the player has been offline more than 3 hours(loses effect after player is online), enhancements cant reach above 100% if the buff is active.
* i think this buff should be made composable too and the max enchantment % should be 200% - This would balance out a lot on defending against guild attacks when your buffed and offline and the 3 hour trigger would still remain. So i think the main use of it would be big guild gvg's that are near impossible at the moment given the fact that everyone wont be equipping gear accordingly or dont have it, and ladder offline defending - duration should be the same as on deflect.
Cursed Helmet (0.2% per point stat bonus to your equipped helmet. Double chance of durability loss. Prevents Unbreakable from working while active.)
Cursed Gloves (0.2% per point stat bonus to your equipped gloves. Double chance of durability loss. Prevents Unbreakable from working while active.)
Cursed Boots (0.2% per point stat bonus to your equipped boots. Double chance of durability loss. Prevents Unbreakable from working while active.)
Cursed Armor (0.2% per point stat bonus to your equipped armor. Double chance of durability loss. Prevents Unbreakable from working while active.)
Cursed Shield (0.2% per point stat bonus to your equipped shield. Double chance of durability loss. Prevents Unbreakable from working while active.)
Cursed Weapon (0.2% per point stat bonus to your equipped weapon. Double chance of durability loss. Prevents Unbreakable from working while active.)
Cursed Necklace (0.2% per point stat bonus to your equipped weapon. Double chance of durability loss. Prevents Unbreakable from working while active.)
Curse Frenzy (Ability to use more than 2 curses without a penalty - When more than 2 curses are activated without Curse Frenzy active you have a 10% chance per curse buff to reduce the durability of all your gear to 1(same effect when a defender has the buffs active), when player has been offline more than 1 hour all curse buff bonuses and penalties dont work. - These Curses should be potions or RP buffs to avoid abuse.
When Curse Frenzy is active you have a 25% chance to lose double stamina per cursed buff(so 9 buffs have each 25% chance to trigger), while Curse Frenzy is active your stamina gain is reduced by 50 - Curse Frenzy should have a pretty low duration.
*example* you use 100 stamina to attack, have Curse Frenzy buff active, and 2 Curse Frenzy effects trigger at 25%, you lose 300 stamina*
*example* you use 100 stamina to attack and dont have Curse Frenzy activated while having 9 curse buffs active, each of 9 buffs has a 10% chance to reduce all your durability to 1.*
*Example* Your Curse Frenzy expires and you have 9 buffs active, when someone attacks you you still have stat bonuses from the buffs but you have a 10% chance per curse buff to reduce the durability of all your gear to 1.*
Edited by gapukas, 07 November 2018 - 00:58.