I have been playing this game for way to long to not understand how weapon enchants work. Can anybody give me a very detailed explanation of the mechanics? I have a few specific questions as well as some side questions, however all information is appreciated.
Any direct answers to the questions please label your answer with the appropriate number (1.a)(2.b) So I can keep this sorted out please.
1. How long is the cool down and up time for enchantments such as fire, shock, and disease procs in their base form. (I.e no outside factors such as torugs pact or infused.)
2. Light and Heavy attacks both proc weapon glyphs and poisons, is it always a 20% chance to proc?
A. Weapon ability's will also proc glyphs, is this still a 20% chance?
B. Can a glyph proc from a La or Ha and proc again from a weapon skill without a cool down in between?
3. If I use a skill such as elemental blockade with a staff that has a fire enchant on my back bar, then switch to my front bar and stay on my front bar will elemental blockade proc the fire enchant from my back bar?
A. If yes, will my front bar's enchant proc while my back bars enchant is active or is their a cool down?
4. If I were using a foul weapon enchant with a staff I would not get "Elemental Force" passive, if I used a gold charged trait which is 220% increased chance to apply status effects, what is my chances of the status effect to proc?
5. Does the CP passive Befoul effect a foul weapon enchantment status effect? Does Thaumaturge effect burning, concussed, chilled, and poisoned status?
This is some information I was able to find from Alcast's website. With the constant changes is this still up to date?
Elemental status Effects or also known as secondary effects refer effects that are triggered from combat mechanics. Every elemental effect can trigger those elemental status effects.
Chilled – Applies Minor Maim, reducing targets damage done by 15%. Also applies a very small Damage over Time Effect.
Concussion – Applies Minor Vulnerability, increasing damage taken by 8% for 4 seconds. Animation: electric sparkles. Chance to proc from any lightning damage. Does not proc off Staff Light and Heavy attacks. However, it can proc from the splash damage of Shock Heavy Attacks. Also applies a very small Damage over Time Effect.
Burning – Flame damage over time for 4 seconds and ticks every 2 seconds. Chance to proc from any flame damage.
Poisoned – Poison damage over time for 6 seconds. Chance to proc from any poison damage.
Disease – Applies Majore Defile debuff for couple of seconds that reduces healing taken by 30%. Animation: green cloud and health bar has inward arrowheads. Chance to proc from any disease damage (meat bag siege catapults, werewolf infectious claws and foul weapon enchants)
Standardized the chance an ability has to apply a secondary effect, such as burning, chilled, or concussed. These chances are:
Weapon enchants 20%
Standard ability 10%
Area of effect abilities 5%
Damage over time abilities 3%
Area of effect damage over time abilities 1%
Elemental status effect with a destro staff and Elemental Force passive apply the secondary effect at double the chance listed above. You can also increase the chance to apply the status effects with the charged trait, that increases the chance by about 86%.
Chilled, Concussion, Burning can not be procced against shielded enemies, certain races are also immune to status effects.
Xbox One - North American - Ebonheart Pact
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