I would like to fix the descriptions for those types of resonance stone effects, but it is incredibly difficult to, because the statement in the computer would read like this:
When x1 x1 chance to x1 cause x1 DMG.
It's vexing, because they use the same call-variable in the expression, so I'm afraid that the way it differentiates is just by the order of the variables in the statement, like that the second instance in this expression is always supposed to be a percentage value. To change up the syntax might plummet the description from "confusing and badly worded" to "out and out wrong." Even more problematic is the fact that this expression isn't just in a single line - if it were, I'd be okay with taking one update to "experiment" with it, to be changed back if it turned out to be wrong. The expression itself is assembled from words on various lines. Like "chance" and "cause" are in blanks by themselves, since they're used in multiple expressions. If anything, this is probably something we'd have to ask the developers to do for us, to make sure it was done right.
As far as the resonance stone bonuses, my understanding is that things like Beast or Plant-type resonance stones deal that extra damage to all enemies of that type (subject to activation percentage - but even if it has a 100% chance of activation, it doesn't do jack if your resonance stone is Plant-type and the enemy is beast-type). I don't think it's possible for a player-character to deal "plant-type damage," as they're not a plant, and type-based damage, as far as I'm aware, doesn't work like elemental damage - i.e., machines aren't "vulnerable" to plant damage (to whip up a fictional hypothetical example). Enemies deal damage according to their type, and you can deal extra damage to enemies based on their type, or mitigate damage that comes from certain types, but you can't deal damage as one of those types yourself. Player damage, if it had a type, would be Humanoid, though I think player damage just doesn't have a type at all (otherwise, any sort of humanoid damage-preventing resonance stone would sell like gold bars to PvP enthusiasts).
Sorry about the confusion.
That's the thing, it doesn't even seem to Proc on Plant type monsters. But even if it did, it would still not be anywhere near the worth of the 600 Gold I spent to get 165 Damage to Plants. Now if it did 165 damage to Players straight up, that might be worth it. But then again, it doesn't even do that.
So I tried it with another weapon, and ***** **** there goes another like 500g just for the Stones. But here is what I got:
Ignore the overall damage as these weapons don't have the same ATK Rate. But what you should notice is the damage difference.
(From left to right)
1.The additional Dark Damage, which clearly states that its damage added to YOUR attack. 135 added damage.
2. Notice the 1046 damage isn't actually high, but one of the lower damage marks.
3. Shows the animation of the resonance stone proc (The dark blast) on the monster.
4. Again, the damage from this proc.
(From left to right)
1. Additional Plant Damage, 165. Chance to proc on Plant Type Monsters
2. The damage, 1196. One of the higher damages achieved but not sure if this was a proc or not because...
3. There is no proc animation for this. All the attacks look the same so you can't tell if it procs or not.
4. Again, 1196 highest damage which possibly should
be a proc hit, if this even does work.
Problems: These stones roughly cost 100g to 200g each for a chance at what? 20 additional damage against ONE certain type of monster that you have the chance of fighting every 20 levels or so?
I'm a level 40 Paladin. I don't do much damage, but even for me 20 damage is utter crap. I guess the only upside to this is the glows they give. But still, definitely not worth the 1,500g (estimate) I'd had spent on these weapons.