My reasoning:
Start with 30k, Mangle would mean you lose 3k... if you get down below 3k, you should have 0 left when it goes off.
It's unfortunate it doesn't work on anything (it seems) - what a useless skill.
I believe the main use case for it would be in vet trials and possibly some vet dungeons where the 10% reduction takes away a sizable portion of mobs’ initial health.
It only works on a very little portion of mobs and enemies.
Bosses are immune ( thus target dummies ), enemy players are immune.
And it's not a damage based on max health, it's based on current health.
So if a mob has 100k health it does 10k damage.
I lowers the max health by 10% - If mob has 3k hp remaining and 30k max, it will have still 3k hp remaining but 27k max.
Pulsar is best used on beefy opponents at start of the fight. What targets are affected and what arent is a tricky part. Trash mobs are for sure, but some are not, like Trolls but Gargoyles are. Derp.
paulsimonps wrote: »It only works on a very little portion of mobs and enemies.
Bosses are immune ( thus target dummies ), enemy players are immune.
And it's not a damage based on max health, it's based on current health.
So if a mob has 100k health it does 10k damage.
Enemy players are not immune from what I have seen.
I tested this on target dummies, pvp guards, enemy players. No one dropped 10% of their max health. I even went around testing it on enemy NPCs dropping them to like 8% health and then firing Pulsar; as I understand it, they should have instantly been killed but rather it did about 4% damage.
Thoughts? Am I just missing something with understanding what "reducing their Max Health by 10%" means?
paulsimonps wrote: »It only works on a very little portion of mobs and enemies.
Bosses are immune ( thus target dummies ), enemy players are immune.
And it's not a damage based on max health, it's based on current health.
So if a mob has 100k health it does 10k damage.
Enemy players are not immune from what I have seen.