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Flesh Wound
Type: Protection
Rarity: Uncommon
Levels: 4
Primary Targets: Any Armor
Secondary Targets: Shields (if enabled)
Treasure: No
Each piece of Flesh Wound creates a breakpoint on the user's health bar, which generates absorption equal to the user's max hp * the associated item's Flesh Wound ranks / 8. If multiple Flesh Wound items are equipped, the breakpoints are spaced evenly along the user's health bar. With a full armor set a user will gain 10 absorption every 4 health lost. Break points are restored once all health between it and the next breakpoint is restored, or all health is restored. Flesh Wound's absorption lasts 30 seconds, after which it is lost.
Flesh Wound is best used when expecting to be hit by heavy blows, but not so heavy that the user would die instantly. Such conditions allow the user to heal after gaining large amounts of absorption, possibly coming out of the exchange even harder to kill than they were to start. It also performs well against continuous damage, as it is very healing-efficient once a breakpoint is breached. Flesh Wound performs poorly against catastrophic injury, such as those caused by great falls or charged creepers.
ABSORPTION_RATIO_PER_RANK - default value .125. This multiplies how much absorption users gain from each rank of flesh wound.
DURATION - default value 600. This is how many ticks granted absorption hearts last.