I see a couple of threads about these.
I have used a couple right off the bat and I will issue this warning. They remove all color from an item (both shades). And weather it is a Bug or intended, they seem to remove all Elemental damage from the weapon. The weapon still says 100% cold, but needs to be consecrated again to do "normal" damage to the flaming gargoyles.
Consecrate should not change my damage, if I really am hitting Cold on Flaming Gargs.
Logrus mentions a "steep penalty" below, but again Consecrate should do nothing in my above example.
On the plus side, yes they work just fine on imbued weapons and they also immediately, fully repair weapons they are used on. So, if your Sword is 100/253, it will go to 253/253 upon use.
Here is what Logrus described them as doing.
My advice for using these would be to only use them on weapons that do physical damage. Don't bother using them on Slayers. Do use them on weapons you take to big single fights, like Mel, or Scalis. And, in my opinion the faster weapons seem to bonus more from this, as the big hitters do not get time to build up the damage (except on the big fights).
I will have to make a new Navery Bow and do some side by side testing of damage numbers.
I have used a couple right off the bat and I will issue this warning. They remove all color from an item (both shades). And weather it is a Bug or intended, they seem to remove all Elemental damage from the weapon. The weapon still says 100% cold, but needs to be consecrated again to do "normal" damage to the flaming gargoyles.
Logrus mentions a "steep penalty" below, but again Consecrate should do nothing in my above example.
On the plus side, yes they work just fine on imbued weapons and they also immediately, fully repair weapons they are used on. So, if your Sword is 100/253, it will go to 253/253 upon use.
Here is what Logrus described them as doing.
In the New Items thread, the damage from them is described as a wash, as it starts lower than normal and builds up over the coarse of 5 hits to be about 20% above the cap.Actually I believe the damage bonus should be bypassing the 300% DI cap.
Armour ignore damage from the players will not receive bonus or penalty.
The first hits receive a steep penalty which decays rapidly. After that the bonus builds slowly over the next hits until it caps at 20 %. Once at 20 % the next 5 hits maintain the + 20% damage rate. After that the focus builds up again from the penalty.
If all hits are doing equal damage, the damage output is just a little bit above even.
However, the levels are constant and predictable so a player can choose to take advantage of that damage increase.
My advice for using these would be to only use them on weapons that do physical damage. Don't bother using them on Slayers. Do use them on weapons you take to big single fights, like Mel, or Scalis. And, in my opinion the faster weapons seem to bonus more from this, as the big hitters do not get time to build up the damage (except on the big fights).
I will have to make a new Navery Bow and do some side by side testing of damage numbers.