KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Stalwart385 wrote: »KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.
Stalwart385 wrote: »KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.
Stalwart385 wrote: »KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.
It heals for up to 33% of the base value not your missing health.
Stalwart385 wrote: »I managed to get two similar setups in Cyrodil between live and PTS.
Health: 26.4k Live - 26.4k PTS
Magicka: 35.8k - 36.5k
Spell Damage: 1998 - 1921
Both have 30 in healing done, 20 in healing received and 5-1-1 heavy.
No buffs, same skills on bar and all passives.
On live, at 30% health I healed for 4.6k. On PTS, my base heal was 4.8k. That should hit around 6k at 30% health.
Stalwart385 wrote: »I managed to get two similar setups in Cyrodil between live and PTS.
Health: 26.4k Live - 26.4k PTS
Magicka: 35.8k - 36.5k
Spell Damage: 1998 - 1921
Both have 30 in healing done, 20 in healing received and 5-1-1 heavy.
No buffs, same skills on bar and all passives.
On live, at 30% health I healed for 4.6k. On PTS, my base heal was 4.8k. That should hit around 6k at 30% health.
those stats are really low. what sets?
i use 5 trainee 5 kag 2 valk on live
Health: 31k
Magic: 39k
Stamina: 18k
Spell damage: 3.2k buffed
Magic regen: 1100
My dragon blood heals for around 8k when used properly. I got pretty much the same results on the pts. Just less health.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Stalwart385 wrote: »KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.
It heals for up to 33% of the base value not your missing health.
KaiDynasty wrote: »Stalwart385 wrote: »KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Even if we find it to be too weak, it can just be balanced now. The skill at least fits what we want to do.
It heals for up to 33% of the base value not your missing health.
Coagulating Blood (Dragon Blood morph):
This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.
It should heal for the base value + 33% of the missing health, so or it is bugged, of youo didn't read the correct effect of the skill..
Dragon blood change isnt crazy. Im getting the same healing from it as i do on live. Only difference is now im not missing 38k health to get my 8-9k heal. Now im only missing 15k health.
I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.
Dragon blood change isnt crazy. Im getting the same healing from it as i do on live. Only difference is now im not missing 38k health to get my 8-9k heal. Now im only missing 15k health.
"Known Issue: Ranks II and IV are not currently gaining a bonus to healing based on your missing health"
I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.
I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.
I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).
With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.
Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.
All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.
Stalwart385 wrote: »I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.
I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.
I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).
With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.
Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.
All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.
Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.
Stalwart385 wrote: »I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.
I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.
I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).
With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.
Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.
All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.
Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.
there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.
Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.
Like i said, minor offensive buff and were good to go.
Proof:https://youtu.be/fesoLusrnBU?t=8m18s
Stalwart385 wrote: »Stalwart385 wrote: »I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.
I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.
I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).
With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.
Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.
All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.
Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.
there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.
Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.
Like i said, minor offensive buff and were good to go.
Proof:https://youtu.be/fesoLusrnBU?t=8m18s
It takes 2 gcd for the majority of the damage plus meteor being slow. They get two or three chances to heal. Which is why I said a cc somewhere would be nice. Never said it was perfect. Haven't pvp'ed on mDK in a while but that's how I used to get burst out of it. I've seen others use similar setup on DK more recently.
IxSTALKERxI wrote: »Here is a rough tooltip comparison to help put things in perspective.
3794 Breath of Life Small heal
4908 dragon blood (without 33% buff)
5314 Blessing of restoration
6527 dragon blood (with 33% buff)
7587 Breath of Life Big heal
Dragon blood is around 6% cheaper than BOL to put that in perspective also.
Hopefully my math is correct haha.
#Magicka DK is back!
I forgot to apply battle spirit on the 33% missing health, this mean that the real value is 4000 (flat value) + 2900 (33% of 13500, assuming you have 27k of health and you are at 50% at the moment when you use cgd). Total = 7k of heal at 50% of life, having a 27k of max health, from 13,500/27000 you will be able to heal to 20,500/27000.KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
KaiDynasty wrote: »I forgot to apply battle spirit on the 33% missing health, this mean that the real value is 4000 (flat value) + 2900 (33% of 13500, assuming you have 27k of health and you are at 50% at the moment when you use cgd). Total = 7k of heal at 50% of life, having a 27k of max health, from 13,500/27000 you will be able to heal to 20,500/27000.KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Theorically you can reach this value without:
- crit
- buff of 12% of dk passive
- buff by major vitality
It need some tests on pts, but it seem to be reliable now, not broken, not underground. Sorry for the re-repost
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
So following this logic, it's better stack max magicka and spell damage since it is the only thing that directly affect the healing value.KaiDynasty wrote: »I forgot to apply battle spirit on the 33% missing health, this mean that the real value is 4000 (flat value) + 2900 (33% of 13500, assuming you have 27k of health and you are at 50% at the moment when you use cgd). Total = 7k of heal at 50% of life, having a 27k of max health, from 13,500/27000 you will be able to heal to 20,500/27000.KaiDynasty wrote: »ZOS said the heal must be used when it was needed. When the flat value is 8k (buffed by major mending), in cyro is 4k, at full health, when you are at 50% of health (and you have 27k of health) this means you can 33% of 13500 = 4450 health (not buffed by major mending, 5700 buffed).
5700 + 4000 = 9k health at 50% of life, so 13 500 + 9 = 22500 health, this is a good buff IMO, considering you are at 50% of life, out of execute range and without major vitality active and the 12% healing received extra from draconic power passives, so.. using the math it doesn't seem bad, a crit can go for 13500 at 50% of life (27k max health), i don't understand the complains, it is a reliable heal right now, and to say the true i prefer this then a heal that could troll me if i got ganked..
Theorically you can reach this value without:
- crit
- buff of 12% of dk passive
- buff by major vitality
It need some tests on pts, but it seem to be reliable now, not broken, not underground. Sorry for the re-repost
You keep doing all of these calculations but they are irrelevant because you've misread the tooltip for the skill:
This morph now heals for a flat value (scaling with Spell Damage and Max Magicka), with that heal being increased by up to 33% based on your missing health.
I've bolded the important part.
This means that the calculation will be base heal multiplied by up to 1.33. So, for example, if the tooltip reads 10k, you should be looking at around 13,333k heal when coag is at it's max scaling. (I'm not factoring battlespirit).
In other words, the amount of max health you have is totally and completely irrelevant to the healing values.
Stalwart385 wrote: »I really hope this cDB works out to be a strong heal. Personally, I'm 100% okay with not having an execute. But if we don't have an execute, I'd like us to be the class that has an anti-execute. Hopefully, cDB can be that.
I can understand why people dont feel the need for an execute. I've been playing mDK strictly for pvp since the beta and i REALLY want an execute. And by execute I mean burst damage.
I'm familiar with all the current viable kill mechanics and mDK's dont have one. Meteor to fossilize doesn't cut it anymore. its not reliable. Any viable kill mechanic can be attempted 3+ times per minute or is a guaranteed kill no matter the situation ( i only know of 1 of theses).
With F-leap doing fire damage we are VERY close to having a viable kill mechanic. The only problem is that we have nothing to use with F-leap.
Kill mechanics are combinations of multiple burst damaging abilities. Not just one burst damage ultimate and then back to normal damage. The goal is to get enough damage in a small enough time frame to stop your opponent from healing through it. Of course this doesn't mean we should be able to drop their health from max to zero at any given time.
All we need at this point is very minor offensive buffs. Like I and others suggested before; Replace the shield from F-leap with an offensive buff. Could be a DoT or even increase the damage of your next attack. But give it something. That or make power lash to more damage and heal for less. Example: power lash deals 100% more damage but doesn't heal you.
Embers tick + Breath tick + Inhale delay + Talons + Lash + Meteor is good damage combo in a short time frame. Just takes an entire bar to do. You really want a cc in there also.
there are a few good combos in theory. In actuality none of them work. I've tried everything. try it yourself if you think it works. In any fight against other skilled players there is nothing i can do to kill them. I can damage them. i can get them to 10% health. But i cannot finish them off.
Also, timing all those dots and hitting meteor is really impossible. Thats a complete theory kill mechanic. It sounds about as good as Valkin Skoria + Flames of oblivion + burning embers + engulfing flames + burning talons + meteor + powerlash in 1 second when reality it is Meteor + powerlash and everything else ticking 1-5 seconds later and your target healing through it.
Like i said, minor offensive buff and were good to go.
Proof:https://youtu.be/fesoLusrnBU?t=8m18s