So as I've been putting together a hybrid (Dunmer vampire Sorc) build some questions about abilities that cost Health to use have popped into my mind:
1. Is using a Health cost ability considered "taking damage" by the game? This has implications for the Heavy Armor passive and any other sets or abilities that use it as a proc condition.
2. Relatedly, Health cost abilities bypass Armor Rating and %Damage Resisted modifications and simply deduct the tooltip value from your Health pool?
3. Is Frenzy treated as a "snapshot" ability for cost purposes or does its cost scale depending upon which bar you are on? Clear implications for a NMA front-bar where the ability is back-barred.
4. Relatedly, if you reduce the cost of Frenzy before activation (say with either the Sorc Persistence passive or the Queen's Elegance set) is that discount "locked in" for scaling purposes (e.g. if its starting tick is lower and locked in then all subsequent ticks will be less costly, allowing you to maintain the toggle for longer).
5. Can the end-of-toggle Heal from Frenzy Critically Heal?
6. Is the Frenzy toggle on or off the GCD?
Feel free to add any additional knowledge or thoughts about the topic!