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Question about sweeps!

  • Cinbri
    Cinbri
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    And here is screen from pts
    sweep-heal-pts.png
    As i said before heal on pts is based per individual target, not equal to maintarget.
    So crit to maintarget is 1972 into 953 heal; noncrit 1120 into 541 heal. Crit to additional target is 758 into 366 heal; noncrit 430 into 208 heal.
    As you can see my first tick was fully noncrit so heal on pts from it is 541+208=749 heal. On live it would be 541+541=1082 heal.
    2nd tick was fully crit so on pts it healed for 953+366=1319. On live it would be 953+953=1906.
    Lets assume your maintarget noncrit and additional target crit. On pts heal would be 541+366=907. On live it would be 541+541=1082.
    So if you hit 50 people, noncrit maintarget and crit all 49 additional targets: on pts total heal would be 541+366x49=18475. On live it would be 541x50=27050.
    So the more targets you hit - the less and less healing you get, simply coz additional damage is just 40% of main damage and thus heal lower. And you will never meet targets with such rudiculous difference in mitigation that side damage which is 2.5 times weaker than main damage will start to deal at least equal to it damage.
    As i said for pve its ok, coz it stupid to get god mode survivability on spammable, but for pvp its overkill and require other side changes for class to survive in outnumbered fight better in either overhaul how it heal (Scythe) or boost overall survivability (Living Dark buff).

    P.S.: I thought skills overhaul suppose to improve perfomance of skills and lower calculations. However on live game wasnt forced to calculate each individual heal, jsut streamline it into mainheal, but on pts it now calculate each hit and even in recount it shows up as each individual damage/heal tick. Given that jabs target cap unlimited - logically it looks like rudiculous decrease of skill already poor perfomance and increasing amount of calcualtions it has to do per 1 cast to astronomical numbers.
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