more or less yep.
tbh just changing the base amount to 12 and increase it by 4 per tier would do the trick (12/16/20/24) all gold would be 24x7=168, not game breaking but alot better than what we currently have for "invigorating"
Avran_Sylt wrote: »Could just make it increase the % resource return on Heavy Attacks.
I wanted to see Invigorating changed to non-recovery regen, so that you get it even while blocking or sprinting.
Could be an interesting mechanic for the trait
Mudcrabber wrote: »I assume the rationale was to make it like the infused armor trait, but for recovery instead of max stats. A gold recovery jewelry glyph gives 169, and 20% of that is 33.8. Divided by 3 stats you get 11, which is what the gold invigorating trait adds to each.
But if they followed the same rationale that they did for prismatic glyphs, you'd divide by 2 instead of 3, getting 17.
Conversely jewelry enchants are a bit more powerful than armor enchants, comparing 174 spell damage to 868 magicka. Wanting to base it off what the armor equivalent of a jewelry recovery enchant would be might have led them to choose 11 over 17.
What they failed to consider is that very few people use recovery glyphs, and so an armor trait based on the same numbers won't see much use either.