Apologies, but I don't actually see how gaining major protection at 75% health prevents players from taking bonus damage from execute effects like Radiant Destruction or Reverse Slice. Making these effects uniform (Undeath, Ironblood) is in general a major reduction in mitigation as you won't be able to layer the same buff overtop of itself.
It might make it slightly more challenging to reach execute range, yet the 75% could just be shifted to "Gain major protection at 50% Health" Many builds don't actually use an execute to defeat enemy players in pvp.
Percentage based damage mitigation should be made uniform, Undeath doesn't need to be removed, just adjusted to fit with current percentage based mitigation standards. (Undeath changed to major protection giving 10% reduction to incoming damage, in whatever arbitrary health range is required to trigger it.)
TheEndBringer wrote: »Apologies, but I don't actually see how gaining major protection at 75% health prevents players from taking bonus damage from execute effects like Radiant Destruction or Reverse Slice. Making these effects uniform (Undeath, Ironblood) is in general a major reduction in mitigation as you won't be able to layer the same buff overtop of itself.
It might make it slightly more challenging to reach execute range, yet the 75% could just be shifted to "Gain major protection at 50% Health" Many builds don't actually use an execute to defeat enemy players in pvp.
Percentage based damage mitigation should be made uniform, Undeath doesn't need to be removed, just adjusted to fit with current percentage based mitigation standards. (Undeath changed to major protection giving 10% reduction to incoming damage, in whatever arbitrary health range is required to trigger it.)
Let me state it more clearly.
Undeath kicks in very low, giving the target time to heal. If the target has a less effective no burst heal, they will struggle to survive against constant pressure. This is because execute skills and bloody will put too much pressure on them to survive.
Giving a target more mitigation at the top of their health bar will help slow incoming damage, thus giving them more time before they enter execute. This allows HoTs to be more effective. You will also get more out of that 10% at 75% health than 30% at near death due to diminishing returns. This change would actually make undeath more valuable.
TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
MEBengalsFan2001 wrote: »TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
I agree that healing should come from resources and not spell/weapon damage. If that change happens the devs also need to remove stamina and magika resources as a way to increase damage. These combined changes now force players to pick between healing or damage. I also keep seeing from others that think this change wouldn't solve anything but it would. It would encourage more group play with actual healers in PVP and PVE, because true healers will be having 40K+ magika.
The other thing that needs to change is abilities that provide a HoT, you can only have one of those applied to you, no more stacking rad. regen or other HoT heals.
Another thought on healing and damage is using the role you have selected regardless of content. Healers and Tanks should receive a penalty that reduces their damage by 5%, healers get 5% increase in their highest resource with 5% increase to healing out; and tanks get 10% more health. While damage dealers get no bonuses or negative effects.
VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
I agree that healing should come from resources and not spell/weapon damage. If that change happens the devs also need to remove stamina and magika resources as a way to increase damage. These combined changes now force players to pick between healing or damage. I also keep seeing from others that think this change wouldn't solve anything but it would. It would encourage more group play with actual healers in PVP and PVE, because true healers will be having 40K+ magika.
The other thing that needs to change is abilities that provide a HoT, you can only have one of those applied to you, no more stacking rad. regen or other HoT heals.
Another thought on healing and damage is using the role you have selected regardless of content. Healers and Tanks should receive a penalty that reduces their damage by 5%, healers get 5% increase in their highest resource with 5% increase to healing out; and tanks get 10% more health. While damage dealers get no bonuses or negative effects.
No, your idea is bad because this penalizes solo players for no reason at all while failing to touch the actual issues
TheEndBringer wrote: »VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
I agree that healing should come from resources and not spell/weapon damage. If that change happens the devs also need to remove stamina and magika resources as a way to increase damage. These combined changes now force players to pick between healing or damage. I also keep seeing from others that think this change wouldn't solve anything but it would. It would encourage more group play with actual healers in PVP and PVE, because true healers will be having 40K+ magika.
The other thing that needs to change is abilities that provide a HoT, you can only have one of those applied to you, no more stacking rad. regen or other HoT heals.
Another thought on healing and damage is using the role you have selected regardless of content. Healers and Tanks should receive a penalty that reduces their damage by 5%, healers get 5% increase in their highest resource with 5% increase to healing out; and tanks get 10% more health. While damage dealers get no bonuses or negative effects.
No, your idea is bad because this penalizes solo players for no reason at all while failing to touch the actual issues
You can't balance the game for solo players without breaking it for group play. Solo players need to accept this. You 1v12'ing isn't how the game should function, because that leads to 12 trolls leading 30 players around for 20 minutes.
No one said your heals would be taken away, only that someone with 40k mag/stam would have a higher heal tool tip than if they had 30k mag/stam.
One of my NB build has a vigor tooltip of 26k over 4 seconds. That's before crit. It just shouldn't be that high for someone with 28k stamina just because I'm running one damage set.
My DK can heal from 1% to 100% with one hit of coagulating blood. It shouldn't be able to do that.
There have been many updates in this game where heals were not this outrageous and there were always solo players. 99% of the time you're fighting people without a dedicated healer anyway.
PhoenixGrey wrote: »TheEndBringer wrote: »VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
I agree that healing should come from resources and not spell/weapon damage. If that change happens the devs also need to remove stamina and magika resources as a way to increase damage. These combined changes now force players to pick between healing or damage. I also keep seeing from others that think this change wouldn't solve anything but it would. It would encourage more group play with actual healers in PVP and PVE, because true healers will be having 40K+ magika.
The other thing that needs to change is abilities that provide a HoT, you can only have one of those applied to you, no more stacking rad. regen or other HoT heals.
Another thought on healing and damage is using the role you have selected regardless of content. Healers and Tanks should receive a penalty that reduces their damage by 5%, healers get 5% increase in their highest resource with 5% increase to healing out; and tanks get 10% more health. While damage dealers get no bonuses or negative effects.
No, your idea is bad because this penalizes solo players for no reason at all while failing to touch the actual issues
You can't balance the game for solo players without breaking it for group play. Solo players need to accept this. You 1v12'ing isn't how the game should function, because that leads to 12 trolls leading 30 players around for 20 minutes.
No one said your heals would be taken away, only that someone with 40k mag/stam would have a higher heal tool tip than if they had 30k mag/stam.
One of my NB build has a vigor tooltip of 26k over 4 seconds. That's before crit. It just shouldn't be that high for someone with 28k stamina just because I'm running one damage set.
My DK can heal from 1% to 100% with one hit of coagulating blood. It shouldn't be able to do that.
There have been many updates in this game where heals were not this outrageous and there were always solo players. 99% of the time you're fighting people without a dedicated healer anyway.
Lol, you can tweak battlespirit to balance game for solo players and small scale without breaking it for zergs.
It's literally that simple
PhoenixGrey wrote: »TheEndBringer wrote: »VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
I agree that healing should come from resources and not spell/weapon damage. If that change happens the devs also need to remove stamina and magika resources as a way to increase damage. These combined changes now force players to pick between healing or damage. I also keep seeing from others that think this change wouldn't solve anything but it would. It would encourage more group play with actual healers in PVP and PVE, because true healers will be having 40K+ magika.
The other thing that needs to change is abilities that provide a HoT, you can only have one of those applied to you, no more stacking rad. regen or other HoT heals.
Another thought on healing and damage is using the role you have selected regardless of content. Healers and Tanks should receive a penalty that reduces their damage by 5%, healers get 5% increase in their highest resource with 5% increase to healing out; and tanks get 10% more health. While damage dealers get no bonuses or negative effects.
No, your idea is bad because this penalizes solo players for no reason at all while failing to touch the actual issues
You can't balance the game for solo players without breaking it for group play. Solo players need to accept this. You 1v12'ing isn't how the game should function, because that leads to 12 trolls leading 30 players around for 20 minutes.
No one said your heals would be taken away, only that someone with 40k mag/stam would have a higher heal tool tip than if they had 30k mag/stam.
One of my NB build has a vigor tooltip of 26k over 4 seconds. That's before crit. It just shouldn't be that high for someone with 28k stamina just because I'm running one damage set.
My DK can heal from 1% to 100% with one hit of coagulating blood. It shouldn't be able to do that.
There have been many updates in this game where heals were not this outrageous and there were always solo players. 99% of the time you're fighting people without a dedicated healer anyway.
Lol, you can tweak battlespirit to balance game for solo players and small scale without breaking it for zergs.
It's literally that simple
TheEndBringer wrote: »PhoenixGrey wrote: »TheEndBringer wrote: »VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
I agree that healing should come from resources and not spell/weapon damage. If that change happens the devs also need to remove stamina and magika resources as a way to increase damage. These combined changes now force players to pick between healing or damage. I also keep seeing from others that think this change wouldn't solve anything but it would. It would encourage more group play with actual healers in PVP and PVE, because true healers will be having 40K+ magika.
The other thing that needs to change is abilities that provide a HoT, you can only have one of those applied to you, no more stacking rad. regen or other HoT heals.
Another thought on healing and damage is using the role you have selected regardless of content. Healers and Tanks should receive a penalty that reduces their damage by 5%, healers get 5% increase in their highest resource with 5% increase to healing out; and tanks get 10% more health. While damage dealers get no bonuses or negative effects.
No, your idea is bad because this penalizes solo players for no reason at all while failing to touch the actual issues
You can't balance the game for solo players without breaking it for group play. Solo players need to accept this. You 1v12'ing isn't how the game should function, because that leads to 12 trolls leading 30 players around for 20 minutes.
No one said your heals would be taken away, only that someone with 40k mag/stam would have a higher heal tool tip than if they had 30k mag/stam.
One of my NB build has a vigor tooltip of 26k over 4 seconds. That's before crit. It just shouldn't be that high for someone with 28k stamina just because I'm running one damage set.
My DK can heal from 1% to 100% with one hit of coagulating blood. It shouldn't be able to do that.
There have been many updates in this game where heals were not this outrageous and there were always solo players. 99% of the time you're fighting people without a dedicated healer anyway.
Lol, you can tweak battlespirit to balance game for solo players and small scale without breaking it for zergs.
It's literally that simple
Please offer an example of how you can do this because all I'm picturing is group players will be punished while solo builds will continue to run around like near immortals.
SkaraMinoc wrote: »Looking at some of the ridiculous nerf comments in this thread leads me to believe that many players don't understand the multiplicative diminishing returns on damage mitigation. Nor are they acknowledging the penalties of Vampire Stage 3.
PhoenixGrey wrote: »TheEndBringer wrote: »PhoenixGrey wrote: »TheEndBringer wrote: »VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer wrote: »VarisVaris wrote: »TheEndBringer wrote: »VarisVaris wrote: »
I don't see the drawback of having healing scale with max mag or stam (whichever is higher) vs weapon and spell damage. If you are a dedicated healer, you don't need 7000 damage. If you're a DK with 8k damage, you shouldn't also have the same healing output as a dedicate healer.
Alright I'll explain it once more.
The only reason that non dedicated players have sufficient crosshealing right now is due to radiating regen and other problematic skills like intensive mender.
It has nothing to do with them scaling with weapon/spelldamage + magicka/stamina (apart from the hybridization allowing everyone to spam radiating regen and other heals previously limited to one side only)
If you were to make heals to scale with max resources only it would have huge effects on the meta that would result in numerous new problems without solving anything.
First of all players would simply start investing into max resources causing them to lose damage while their healing power stays the same.
Healers would still be obsolete because nothing changes about the actual issuewith crossheals (radiating regen, intensive mender,...)
If you thought the current patch was a tankfest you'd be in for a big surprise.
On top of that there are multiple secondary effects that can't be estimated at all.
A radical change like this would require the devs team to invest heavily into reducing the negative effects as a blank change would be a horrible thing to do.
The devs frankly aren't capable of doing that in a balanced way, we've seen how terribly they handled the hybridization with ascending tides and there is no reason to believe that they wouldn't repeat the same mistakes again.
I would be competely okay with someone sacrificing damage output for stronger heals because that's exactly how it should work. I think you overestimate now quickly players would choose to abandon pen and damage for extra healing if forced to choose but we can't know that for certain.
I agree that healing should come from resources and not spell/weapon damage. If that change happens the devs also need to remove stamina and magika resources as a way to increase damage. These combined changes now force players to pick between healing or damage. I also keep seeing from others that think this change wouldn't solve anything but it would. It would encourage more group play with actual healers in PVP and PVE, because true healers will be having 40K+ magika.
The other thing that needs to change is abilities that provide a HoT, you can only have one of those applied to you, no more stacking rad. regen or other HoT heals.
Another thought on healing and damage is using the role you have selected regardless of content. Healers and Tanks should receive a penalty that reduces their damage by 5%, healers get 5% increase in their highest resource with 5% increase to healing out; and tanks get 10% more health. While damage dealers get no bonuses or negative effects.
No, your idea is bad because this penalizes solo players for no reason at all while failing to touch the actual issues
You can't balance the game for solo players without breaking it for group play. Solo players need to accept this. You 1v12'ing isn't how the game should function, because that leads to 12 trolls leading 30 players around for 20 minutes.
No one said your heals would be taken away, only that someone with 40k mag/stam would have a higher heal tool tip than if they had 30k mag/stam.
One of my NB build has a vigor tooltip of 26k over 4 seconds. That's before crit. It just shouldn't be that high for someone with 28k stamina just because I'm running one damage set.
My DK can heal from 1% to 100% with one hit of coagulating blood. It shouldn't be able to do that.
There have been many updates in this game where heals were not this outrageous and there were always solo players. 99% of the time you're fighting people without a dedicated healer anyway.
Lol, you can tweak battlespirit to balance game for solo players and small scale without breaking it for zergs.
It's literally that simple
Please offer an example of how you can do this because all I'm picturing is group players will be punished while solo builds will continue to run around like near immortals.
Group players should obviously be punished atleast from cross healing perspective. Its pretty overtuned right now. Ultimate generation also should be dynamic in terms of damage taken.
BTW less than 5% of the open world players are purely of the solo. I m not worried about the 5% minority players running immortal OP builds.
SkaraMinoc wrote: »[*] starts to become useful around 50-60% health by helping players stay above that 20-33% execute range
[*] requires Vampire Stage 3 which makes players take 10k+ molten whip crits @ 100% health
[/list]
Urzigurumash wrote: »Can anybody compute - who takes more damage from a 10k Tooltip Molten Whip at 5% Health - a Mortal or a Stage 3 Vamp? Say at 25k resists, 25k HP, no Protection / Potatoes / Swift etc, with the caster having 0 Pen.
Rough napkin math seems to indicate the Mortal would take slightly more damage?
TheEndBringer wrote: »I promise you, if/when these outrageous heals are brought in check, undeath will cease to be useful on builds, ESPECIALLY builds with already high mitigation. The enemy is getting a 20k+ heal with one skill.
Just getting rid of undeath will not fix the issues with survivability and high ttk. People will just stack major and minor protection on their bar which is active all the time. That 15% is more valuable
SkaraMinoc wrote: »Urzigurumash wrote: »Can anybody compute - who takes more damage from a 10k Tooltip Molten Whip at 5% Health - a Mortal or a Stage 3 Vamp? Say at 25k resists, 25k HP, no Protection / Potatoes / Swift etc, with the caster having 0 Pen.
Rough napkin math seems to indicate the Mortal would take slightly more damage?
Mortal: 10000 * (1-((25000/660)/100)) = 6212 damage taken
Vampire Stage 3, Undeath: 10000 * (1-((25000/660)/100)) * 1.13 * (0.7*1.05) = 5159 damage taken
SkaraMinoc wrote: »Urzigurumash wrote: »Can anybody compute - who takes more damage from a 10k Tooltip Molten Whip at 5% Health - a Mortal or a Stage 3 Vamp? Say at 25k resists, 25k HP, no Protection / Potatoes / Swift etc, with the caster having 0 Pen.
Rough napkin math seems to indicate the Mortal would take slightly more damage?
Mortal: 10000 * (1-((25000/660)/100)) = 6212 damage taken
Vampire Stage 3, Undeath: 10000 * (1-((25000/660)/100)) * 1.13 * (0.7*1.05) = 5159 damage taken
ExistingRug61 wrote: »SkaraMinoc wrote: »Urzigurumash wrote: »Can anybody compute - who takes more damage from a 10k Tooltip Molten Whip at 5% Health - a Mortal or a Stage 3 Vamp? Say at 25k resists, 25k HP, no Protection / Potatoes / Swift etc, with the caster having 0 Pen.
Rough napkin math seems to indicate the Mortal would take slightly more damage?
Mortal: 10000 * (1-((25000/660)/100)) = 6212 damage taken
Vampire Stage 3, Undeath: 10000 * (1-((25000/660)/100)) * 1.13 * (0.7*1.05) = 5159 damage taken
Actually for the vampire it’s
10000 * (1 - ((25000/660)/100)) * 1.13 * (0.7 + (0.3 * 0.05)) = 5109
For reference, the point at which a stage 3 vamp with undeath takes equal damage from fire as a mortal is at approx 61% health.
SkaraMinoc wrote: »ExistingRug61 wrote: »SkaraMinoc wrote: »Urzigurumash wrote: »Can anybody compute - who takes more damage from a 10k Tooltip Molten Whip at 5% Health - a Mortal or a Stage 3 Vamp? Say at 25k resists, 25k HP, no Protection / Potatoes / Swift etc, with the caster having 0 Pen.
Rough napkin math seems to indicate the Mortal would take slightly more damage?
Mortal: 10000 * (1-((25000/660)/100)) = 6212 damage taken
Vampire Stage 3, Undeath: 10000 * (1-((25000/660)/100)) * 1.13 * (0.7*1.05) = 5159 damage taken
Actually for the vampire it’s
10000 * (1 - ((25000/660)/100)) * 1.13 * (0.7 + (0.3 * 0.05)) = 5109
For reference, the point at which a stage 3 vamp with undeath takes equal damage from fire as a mortal is at approx 61% health.
Whoops good catch. You are correct but it's 5019 not 5109. (typo?)
This also works: 10000 * (1 - ((25000/660)/100)) * 1.13 * (1 - (0.3 * 0.95))
SoulwayFilth wrote: »In current meta, vamp definitely does have impactful downsides. All these DKs around do massive damage to vamps.
Urzigurumash wrote: »SoulwayFilth wrote: »In current meta, vamp definitely does have impactful downsides. All these DKs around do massive damage to vamps.
One way to reduce the amount of damage taken from DKs is to become a Vampire for Undeath.
SoulwayFilth wrote: »Urzigurumash wrote: »SoulwayFilth wrote: »In current meta, vamp definitely does have impactful downsides. All these DKs around do massive damage to vamps.
One way to reduce the amount of damage taken from DKs is to become a Vampire for Undeath.
Haha, no. Increase fire damage wrecks you. Especially with their whip that hits harder than their ult.