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Yep pretty much.
The poison is going to be strong against bosses or any enemy that has a truckload of HP. I think it is especially good with Bows if you have unlocked Multi-Arrow and the standing heavy attack (Chaos Shot). Daggers can stack it fast too but whether or not you can actually stick to your enemy well enough to keep the stacks up is questionable - a lot of bosses have attack windows or abilities that cause them to run away from you.
I think using either the Lightning (Paralysis) or Bleed (Bloodthirsty) effect on 2-handers is a good choice. For swords, if all you want is raw damage, Scorching is good.
I'm still not sure what exactly I will be encountering in endgame areas. If the enemies there are particularly susceptible to certain effects, I would attribute more value to those.
I still have a few more to look into - might get around to testing those later.
The Curse and Slow enchantments may also have potential for their utility. I think Curse reduces damage dealt by anything affected by it, but I'm not completely sure about that.
There are a couple of damaging enchantments I haven't tested yet but they didn't seem particularly inspiring. I recall one of them increased damage based on missing health and reduced the amount that potions heal you for by something like 75%, meaning you're supposed to use a high risk-reward playstyle that involves you deliberately keeping yourself at low health. It might have potential if your defense and/or resistances are really high to compensate for having to play with low health. The other one increased damage based on missing stamina but also reduced damage by 20%. It might be good depending on how it interacts with the game's exhaustion mechanic. <-- this one actually gets applied to armor, not weapons.
Oh there is also the 25% more backstab damage enchantment, which sounds really strong.
"Applies curse effect to your target."
This applies a debuff that lasts for 5 seconds and reduces physical damage enemies deal to you by 50%.
If you have encountered the flying insects that spread a purple cloud (there is one to the left of Miner's Path) then you may have already encountered this effect. It does the same thing to you that it does to your enemies when you have it on your weapon.
As far as I can tell this does not affect non-physical attacks, like the poison breath of the toads at Bufonitte Lake.
Sword of Percival does not seem to enhance this effect in any way.
Taking 50% reduced damage seems massively overpowered to me, but at the same time, playing on Normal difficulty, I have not yet encountered a situation where I feel like this is really necessary.
And of course remember that you have to actually hit your enemy before the effect is applied, meaning that ranged enemies will still be doing full damage to you if they land their hits.
It is entirely possible that some enemies have Curse Resistance (this exists on some items that the player can acquire, so we know that it is a stat in the game) which I would assume reduces the effectiveness of Curse, not its duration. It wouldn't surprise me of this stat has been dumped heavily onto bosses in order to keep boss fights at a reasonable level of challenge. With that said I have tested this on the Dephil boss fight and I am definitely getting the full 50% reduction, at least on this particular boss. I tested it by allowing her to start the 2-hit heavy charge attack and deliberately getting hit by the second attack. A normal hit did 267 damage, but when she was cursed it only did 133.
This one is going to shine in any situation where you're taking raw, overwhelming amounts of damage. I could picture it being very strong on Hard difficulty, endgame areas (albeit I have not reached these places yet so I'm not sure what to expect), or NG+.
It should work well on any type of weapon but I think having it on a melee weapon rather than a bow is generally going to be a smart choice. If you're using a bow chances are you're already doing a good job of not getting hit.
As a side note I gotta say the visual effect on this one is pretty nice - your weapon is covered in a blue cloud and ghosts swirl randomly around your character.
"Applies slowing effect to your target."
Not much to say about this one. You hit enemies with your weapon and their movement speed is slowed for ~5 seconds.
It doesn't seem like it has any impact on enemy attack speed except perhaps in situations where enemy attacks involve lunging at you - not fully sure about that though.
I tried to gauge how much enemies are slowed by via luring multiple skeletons in the Cemetery, then hitting one and waiting to see how long it took before the skeleton behind it was able to catch up as they both moved in my direction. Anecdotally, it seems like the slow is somewhere between 1/4th to 1/3rd their default movement speed, or 25% to 33%.
I'm not impressed at all with this. The only viable use I could possible see there being for it is having it on a bow to make kiting enemies easier as you shoot them from a distance. It seems pointless to put this on a melee weapon.
"Per 1% of health reduced will increase attack by 0.5%. Potion recovery -72%"
Does exactly what it says. Lose health, gain damage, and heal for less with potions. The amount of damage you gain can be very impactful - for example, if you are at 50% health, you gain 25% damage. At 25% health, you gain 37.5% damage.
The reduced healing from potions is both a blessing and a curse. Healing less means you have more control over deliberately keeping your health low. The drawback, of course, is that you are healing for less. The healing potion reduction however only applies while you have a weapon out with this enchantment on it. So you can swap weapons and get the full effect of your healing potions.
This opens all sorts of possibilities that revolve around high risk/reward playstyles. I think the lowest I could comfortably keep my health at without worrying too much about getting 1-shotted is around 40%. Missing 60% health means I'd be doing 30% more damage. With a heavy hitting weapon such as Giant Hammer, this means all but the toughest non-boss enemies could be killed in 1-2 hits.
For this enchantment a melee build with heavy emphasis on use of the Starburst Compass arcane item seems like a good choice. Starburst Compass puts a damage shield on you that completely nullifies physical hits taken up to some amount (I'm not sure what that value is, or if it scales with anything ie arcane). The cooldown of Starburst Compass can be reduced with items that have +Cooldown Reduction, such as Sauna's armor set (this set can be upgraded for even more cooldown reduction). There is also Rabbit Ring which as 25% Cooldown Reduction - it is located in the Cemetery but you cannot get it until you have Air Dash which is late-game.
Another option with this enchantment is to put it on a bow. Get your health low and then play defensively. Being able to stand at a distance reduces the possibility of death while at the same time providing you with a substantial damage buff.
Personally I can't see myself using Disaster on my weapons but with that said it has the potential to be overall the highest dps enchantment in the game if you use it well.
(Also, I highly appreciate your contributions to this thread, Asofar. They've provided a lot of order out of my disordered thoughts.)
Normally my bow deals 64-65 dmg a hit
NG+ hard difficulty
against the fat dude from salt sanctuary it deals 78 damage a hit
against the bone boss in the tomb it deals 100 damage a hit.
so yea it's a boss killer enchantment especially on hard difficulty.
fire definitely seems like the go to, on my golden sword or amaterasu it was ticking 16-18, which is almost as much as max poison but it does that much right off the bat
lightning is pretty inconsistent yeah, and the interval between ticks is so long that it's also pretty bad
the ice enchant on an upgraded gold armor set is hilarious, my kicks were doing like 360 damage
the backstab enchant doesn't seem to work, neither does the health buff enchant
finally does anyone know what curse actually does? i haven't run into an enemy that applies it to me and i can't tell what it's doing on enemies when i apply it, looks cool though
I'm honestly not sure where I got Starburst Compass. Maybe someone else knows where to find it.
This Mechanical Bow is by far the best for building stacks. I still think there are other enchantments that would be better to use in its place, such as Bloodstone's Giant enchantment, but if you are dead set on using Rotten I would suggest getting this weapon.
You can find the bow in Death's Destination. This is a late game area - to get there you need to get back into the Catacombs and use Cerulean Ocarina at the altar.
Acquiring the Cerulean Ocarina requires finding all 7 paintings for Hugh.
You will also need the Hand of Flames arcane item to get past the fire barrier blocking entry to the Catacombs.
I seem to recall that the chest containing Mechanical Bow is located on a platform with four gears traveling near it in an X-shape. The path you naturally follow in Death's Destination will take you directly there unless you accidentally take some weird route to get to the boss. You need to travel to the right of where you start and you'll get there after doing some jumping puzzles and dodging some moving gears.
https://vigilthelongestnight.wiki.fextralife.com/Mechanical+Bow
Twin sister quest. Go to Silvia instead of Janis and you'll get Starburst
Strange, I just re-tested it and it healing with a Disaster weapon equipped is definitely not damaging me. I do have the Soul of Blood skill maxed out which increases healing by 15%. Maybe that skill is interacting with the Disaster enchantment in a counter-intuitive way?
You should also be able to swap weapons to get the full effect of your healing potions.