This has probably already been brought up, but it's (honestly and surprisingly) one of the things that has been bugging me the most about starbound (Other than not being able to meet/interact/learn more about the INCREDIBLE characters, lore and mysteries that are going on behind the scenes, but honestly I dont expect that to need mentioning this early on in the production, if at all) I found a shotgun like flame thrower once upon a time that did about 18 damage when a fully landed hit was made, alright at the time, noting to write home about, but pretty good for what I was up to and for how quick it shot. I now have a flame hammer that does 200 damage a hit. Now, when I landed that 18 damage hit flamethrower, the enemy would be burned for 27 damage each tick for several seconds, making it suddenly almost twice as powerful as the weapon should have been. In contrast, the 200 damage hammer, continues to apply a 3 damage per tick burn wound, which is so impossible to notice there is honestly no reason at all to even consider burn or poison enchantments at this point in the game. The lightning ball on the other hand, does a percentage of the weapons damage, making it consistantly useful throughout the game, adding range and straight base damage to your weapon, not relying on low enemy health pools to do so. While I understand that the level of damage garnered from a burn or poison is relative to the exposure of the burn or poison source, I honestly think this should be augmented slightly for weapons with these enchantments to continue viability in the later game.
I agree they need to make 10 or more lvs of tic dmg :l i miss using the skull icon weps now they are trash to me