
Azelyan |

I had a question about this. I have read that a lot of people say its good, I am having a hard time finding why. Wounding enhancement on a weapon is a +2 enhancement for a 1 bleed damage that the character her the ability to heal on their turn. I was just wondering if someone could fill me in on why people think this is good, and under what conditions it could be efficiently utilized.
I was contemplating getting a rapier of Puncturing on my character. But the Wounding seems kinda irrelevant at the moment. I clearly am not understanding this well enough.

SteelDraco |

It's not great for PCs, honestly. You do a little bit of extra damage over time, but not nearly as much as you would have gotten out of another +2 to attack and damage. Rarely you might get an enemy to waste an action stopping the bleeding, usually by healing themselves with magic or a potion.
In theory, it could be very useful against targets that can't heal themselves with magic or a Heal check - you could whack the target with a bleed effect, retreat, and wait for them to die. In practice, no one will ever play like that ever, because it's not any fun.
Con bleed is excellent and can kill things in a good hurry while dropping their hit points faster the more hit dice they have. Other than that it's just not that compelling in a game where ten rounds would be a long fight.

SteelDraco |

The only source of Con bleed I can find quickly is Deadly Stroke, a high-level fighter feat (you have to be 11th level to get it with a bunch of prereqs). The mechanics are the same as any other bleed effect except instead of taking hit point damage you lose Constitution every round until you stop the bleeding.

ayronc |
Why is Wounding a +2 Enhancement then if its not even that good? I dont understand T_T.
Because its not that bad...
- 1 Bleed damage per round, per successful hit
- bypasses Damage reduction
- contniues until successful Heal Check (standard action) or magical heal (again, an action not involving smacking the PCs)
When combat is taking longer than a few rounds this can be invaluable. A source of continual damage and an incentive for the opponent to do something other than hit back. Also, as mentioned above, a creature that can't make a successful heal check will eventually bleed out - useful if they run away faster than you can follow.
For the powergamers and those who don't have GMs who create long-winded combats lasting multiple rounds then 1 damage per round is going to be pretty ordinary, but when it does take longer anything that "hits" whether you do or not is pretty useful, and don't forget that additional hits will increase the bleed effect

Azelyan |

Okay thanks i understand now.
I have another question. I am trying to make an armor, but I want to put the shadow property on it. However it doesn't count as a +1 or so bonus, its a flat 3,750.
Does that mean it doesn't apply to the overall +10 armor, or is there something i'm missing. By my logic, for it not having it count as a +1 bonus means that I can apply a +5 Armor (with 5 magical properties) with greater shadow property on it still, as it has no +'s to add to the overall Top 10. But then that armor would be way too powerful, so I am also wanting some clarification on this as well.

mplindustries |

Wounding is one of the actually good sources of bleed damage because it stacks. Dual wielding or flurrying or rapid shotting a Wounding weapon can add up quickly.
Non-stacking Bleed effects, however, are pretty terrible.
As for your last question:
Magic item properties that have no cost in "pluses" do not count towards the max of +10. +5 Armor with +5 worth of other abilities can absolutely have Greater Shadow on it. Actually, it can have literally every single ability that doesn't cost a "plus" on it (assuming you could afford it, of course).