Bloodthirsty: This trait now grants up to 250 Weapon and Spell Damage against targets under 90% Health, scaling linearly per 1% missing Health, rather than granting a flat 10% damage increase against targets under 25% Health.
It increases damage done, not healing done, nor your spell-/weapon damage stats. Its a multiplier on the damage output. So it does not increas your healing. Though i didn't test it.
Bloodthirsty: This trait now grants up to 250 Weapon and Spell Damage against targets under 90% Health, scaling linearly per 1% missing Health, rather than granting a flat 10% damage increase against targets under 25% Health.
the1andonlyskwex wrote: »Also, how does it affect AoE in general? Does the whole ability get the bonus if one affected target has low health? Does the bonus get calculated separately for each target (which I think would be an entirely new mechanic for weapon and spell damage)? Does it even work on AoE (or is it restricted to "targeted" abilities)?
That's not new at all, it will perform like spell strategist, only the relevant target takes additional damage.the1andonlyskwex wrote: »Also, how does it affect AoE in general? Does the whole ability get the bonus if one affected target has low health? Does the bonus get calculated separately for each target (which I think would be an entirely new mechanic for weapon and spell damage)? Does it even work on AoE (or is it restricted to "targeted" abilities)?
universal_wrath wrote: »Why not use infused? Even if bloodthirsty worked on heals, it will only be stronger around 20% of target HP while infused is active all the time on constant buffer.
Olupajmibanan wrote: »universal_wrath wrote: »Why not use infused? Even if bloodthirsty worked on heals, it will only be stronger around 20% of target HP while infused is active all the time on constant buffer.
Bloodthirsty beats infused at around 50% hp on non-sorc characters.
YandereGirlfriend wrote: »Off-topic, but it is super strange that in a patch where ZOS is eliminating RNG rolls and generally trying to improve damage calculation performance that we are getting this as the new Bloodthirsty that introduces a bunch of new calculations per tick.
The left hand seems not to know what the right hand is doing, again.
YandereGirlfriend wrote: »Off-topic, but it is super strange that in a patch where ZOS is eliminating RNG rolls and generally trying to improve damage calculation performance that we are getting this as the new Bloodthirsty that introduces a bunch of new calculations per tick.
The left hand seems not to know what the right hand is doing, again.
YandereGirlfriend wrote: »Off-topic, but it is super strange that in a patch where ZOS is eliminating RNG rolls and generally trying to improve damage calculation performance that we are getting this as the new Bloodthirsty that introduces a bunch of new calculations per tick.
The left hand seems not to know what the right hand is doing, again.
Continuing that off topic, it seem strange remove a damage taken increase that function like all other damage taken effects (e.g. it adds to vulnerability) and replace it with a weapon/spell damage bonus that doesn’t scale. The old version is consistent with other damage calculations but the new version is not because it doesn’t scale with buffs.
A reduction in the old added damage done could have given a similar result (damage take and max stats multiply in the damage calculations). I guess the main difference is that the new version scale doesn’t scale as well for builds with high stats. As healers have low spell damage, and you want to heal people at low health, it would have been quite strong (back on topic!).
The only real moment you dmg is in MK/Z'en, and this set combo will fall on a MagDK next patch.
Also, healer don't have enough dmg (and no execute skill du to bar space) to make them worth it.
Really I can't see any case where it would be useful.
If the healer DPS enough to benefit from these trait, you better run one more DDs instead.
YandereGirlfriend wrote: »Off-topic, but it is super strange that in a patch where ZOS is eliminating RNG rolls and generally trying to improve damage calculation performance that we are getting this as the new Bloodthirsty that introduces a bunch of new calculations per tick.
The left hand seems not to know what the right hand is doing, again.
Continuing that off topic, it seem strange remove a damage taken increase that function like all other damage taken effects (e.g. it adds to vulnerability) and replace it with a weapon/spell damage bonus that doesn’t scale. The old version is consistent with other damage calculations but the new version is not because it doesn’t scale with buffs.
A reduction in the old added damage done could have given a similar result (damage take and max stats multiply in the damage calculations). I guess the main difference is that the new version scale doesn’t scale as well for builds with high stats. As healers have low spell damage, and you want to heal people at low health, it would have been quite strong (back on topic!).
New version dont work with procsets. Seems was made to limit their power at least some way.