Scrapping Benefits/Equipment Upgrades
The community might hate me for this, but so many times i have full inventory and deleting them all only grants me scrap, and it almost hurts scrapping so many pieces without getting a real reward back other than steel that IS pointless because you gonna gather so much at one point that scrapping more pieces will make next to no difference to your scrap count... BUT i got some ideas that ill list, and not all are about the scrapping, some are for the upgrade systems and stuff.
Scrapping
It will reward scrap as usual based on the quality but will also reward you steel based on it's quality, making your higher rep heroes actually give you a benefit, and not only that but with steel gains from scrapping wont make, people waste so much time farming dominion/breach and actually that could make other modes viable and not dead because right now we are playing those for the steel not for the experience.
So i'd say scrapping items gives steel as well, though not very much but enough to make the money grind faster.
Gray Items
4 to 8 Steel + Materials
Blue Items
6 to 12 + Materials
Purple Items
10 to 16 Steel + Materials
Yellow Items
18 to 24 Steel + Materials
Light Blue Items
26 to 38 Steel + Materials
Refined Items
42 to 56 Steel + Materials
Values get closer to the max amount of steel gained if they are upgraded, yet refined gear is completely random
Number of steel gained is based on purely luck, but still between 2 numbers.
Though some might say, "But dude, this will make playing dominion and breach useless" but it wont actually because no exp is granted doing this and in order to get the high priced scrapping you need to level up, and also for new players, this should boost their steel gains as well, and in general the time to grind will be shorten by alot and to people who have full inventories/collectors, will mean heaven for them.
New Materials
So upon scrapping gear you get your ordinary rewards including scrap + steel, and Copper, Brass, Bronze, Silver, Platinum, Black(Steel), and infusing your armor with these materials will make/not make visual changes to your armor that will grant you small bonus.
Note: You can only infuse the (Helm) (Chest) (Arms) (Weapon) not the pummel of your weapon or handle.
Copper
+3.5 Revenge Damage Bonus| +2.5% Revenge Gains
Heavy Heroes gain +2.5 Health additionally from Copper infusions
Brass
+2.5 Units/Sec Run Speed| +2.5 Total Health
Vanguards gain +1 Total Health and Run Speed additionally from Brass infusions
Bronze
+5 Stamina| +2.5% Stamina Regeneration
Using 4 Bronze infusions will give you an extra 5/5% Stamina/Regeneration
Silver
+2.5% Dodge Distance| -3% Move Recovery
Assassins gain +1.5% Dodge Distance additionally and Dodge/Deflect attacks deal +2.5 more Damage per infusion
Platinum
+1 Heavy Attack Damage| +1.5 Health Per Hit Dealt
Hybrids/Vanguards regenerate +0.5 additional Health per infusion
Black(Steel)
+5 Total Health|+1 Heavy Attack Damage
Heroes with attacks slower than 700MS gain +1 Damage increasing 1 by 1 until 1100MS where they gain +4 additional damage
Refined Gear increases your infusion slot (On weapons, getting one piece refined works) by +1 meaning you can combine two materials
Note that Materials cost 650 steel each to apply.
Gemstones
There are only 6 gemstones that i will list Tanzanite, Fluorite, Opal, Amber, Turquoise, Heliotrope and these can only be infused on your helmet and once put you can't remove them, you have to scrap your helm in order to get rid of it.
They cost 1500 steel to be put on.
Tanzarnite
Gain +8 Health for each feat of yours unlocked within a match + your movement speed is increased by 4% with each feat of yours unlocked as well.
Fluorite
Your weapon turns into molten Fluorite while in combat having a colorful trail as well. Hitting an enemy once will put molten Fluorite on them creating an absorbing wound on them increasing each second 1 by 1 gathering more health, once it gathers 15 health, it will stop
If you hit the enemy a second time while they have the absorbing wound, you will deal the damage gathered + your attack's damage, and while they have between 13-15, they will lose 25% of their stamina once hit.
Opal
Consuming Stamina will empower this gem making your armor slightly glow with colors increasing your Stamina Regeneration by 3% for each stack
stacking up to 5 times. Each time you are reaching full stamina you consume one stack to put a 15 stamina shield, granting you an additional 15 stamina on top of your normal one that doesn't regenerate it's self, if consumed your Stamina Shield is put on a 5sec CD.
Amber
Revenge makes your weapon turn into molten Amber making everyone hit by your attacks burn for 35% of the damage dealt over 4 seconds. While enemies are burning you gather molten Amber as well increasing your revenge timer by 0.7 second everytime someone gets hit by your molten
Turquoise
Every time you hit an enemy, or get blocked by an enemy your blade starts to take a crystal like aspect making your attacks have a blue trail.
Hitting an enemy gives you 1 stack of crystalline aspect, each stack makes your attacks deal 3 block damage that will stagger the enemy as well.
Crystalline aspect stacks up to 3 times. When your attack is parried and you have 3 stacks, they all get deleted but the enemy suffers a rain of shards, basically shattering the crystal aspect, making the shards deal 12 bleed damage to the enemy while staggering them
Heliotrope
Half of your damage dealt is covered into a black bleeding which can't be healed like other bleed damage yet neither can shaman or other characters benefit from the bleeding. Can stack multiple times and every tick of damage on the enemy heals you for 1.5 health, multiple sources can have the bleed as well healing you each for 1.5
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