PDA

View Full Version : Fists of Light



Tianie
01-06-2022, 07:58 AM
Since this is still nerfed, since the doublestrike change, and before because of scaling.
Why don't they just change it to be based on the amount of damage done, like 1% of damage done in melee is returned as a heal.
Might make monks more wanted in groups.
And balancing would be easier, just change the % up or down.

Logicman69
01-06-2022, 09:58 AM
Since this is still nerfed, since the doublestrike change, and before because of scaling.
Why don't they just change it to be based on the amount of damage done, like 1% of damage done in melee is returned as a heal.
Might make monks more wanted in groups.
And balancing would be easier, just change the % up or down.

I like this idea. As the monk's damage increases as they level, so does the healing. Is it too much though? Especially when you factor in that monks can get a really high healing amp and can attack crazy fast.

Anyone want to do the math on this? Let's say average attack per swing is 1200pts at cap, with a 30% speed item, 60%DS, 100% off hand attack chance, and a 150 healing amp.

ahpook
01-06-2022, 10:30 AM
I like this idea. As the monk's damage increases as they level, so does the healing. Is it too much though? Especially when you factor in that monks can get a really high healing amp and can attack crazy fast.

Anyone want to do the math on this? Let's say average attack per swing is 1200pts at cap, with a 30% speed item, 60%DS, 100% off hand attack chance, and a 150 healing amp.

I am concerned that scaling based on damage will leave some monks overhealing and others underhealing. Balancing for both a first lifer to see reasonable benefit from FoL and optimized max lifers from finding it too powerful maybe too tight of a needle to thread.

I do think that FoL would benefit from some scaling though. Instead of 1D2 make it something like 1D(monk level/4)* Doublestrike.

J1NG
01-06-2022, 10:37 AM
I am concerned that scaling based on damage will leave some monks overhealing and others underhealing. Balancing for both a first lifer to see reasonable benefit from FoL and optimized max lifers from finding it too powerful maybe too tight of a needle to thread.

Aye, this is one of the major concerns regarding its application and balance.


I do think that FoL would benefit from some scaling though. Instead of 1D2 make it something like 1D(monk level/4)* Doublestrike.

Here's the kicker, as the Curse is "casting" a Healing Spell on the attack (when struck), there is no player side scaling in relation to it (or any Reaper Debuff from Healing or Casting it on others or yourself until latter Reaper Levels Healing Amp reduction kicks in enough). Any suggestion of changes (for now), needs to work off the idea that the Curse needs to apply something to the player when they are hit and will therefore NOT take into account player damage, level, etc and that something also needs to cover levels 1 to 30+. (The current Curse only needs one effect, any changes may require either numerous effect levels, or require some funkiness that may just lead to more problems)

In short, it's not that simple unfortunately.

J1NG

:: edit ::

Forgot to mention why it's a problem to take info from the player attacking and then doing something else with it. Does anyone remember the old ED Divine Crusader effect that was supposed to give you HP when you killed something when you applied purification stacks onto them? Yeah, that did something effectively similar to some suggestions in here, where it tries to take info from the attack by player (or enemy) attacking and then doing something with it. And there are certain limitations to that effect due to other limitations inside the game (certain attacks worked, certain ranged spells worked, some others didn't, etc and it was tied to some other mechanics working in particular fashion). It'll probably work for most Monk attacks (to get a healing proc from) but some other attacks will instead yield nothing, to say nothing for other attackers. So there's a certain level of hit and miss in trying to do anything more in terms of checking who did what whilst what effect was active on which enemy and who cast that effect on that enemy originally.

LurkingVeteran
01-06-2022, 10:44 AM
I like this idea. As the monk's damage increases as they level, so does the healing. Is it too much though? Especially when you factor in that monks can get a really high healing amp and can attack crazy fast.

Anyone want to do the math on this? Let's say average attack per swing is 1200pts at cap, with a 30% speed item, 60%DS, 100% off hand attack chance, and a 150 healing amp.

I used to favor diablo2-style life leech for DDO, but I'm not sure it's very suitable since DPS scale a lot faster with level than hp. One also needs to decide if it should be affected by the reaper healing debuff or damage debuff though, but not both.

Depending on if it's a strike or a buff, the numbers would be different, but 1% for a strike is insignificant in heroics.

An easier option is to just make it heal a fixed amount based on character level, or make it scale with MP. I would really prefer it was a player-based buff instead of a shield you have to apply to an enemy though. In today's fast and laggy game, it's really annoying to use.

Simard
01-06-2022, 11:52 AM
I like this idea. As the monk's damage increases as they level, so does the healing. Is it too much though? Especially when you factor in that monks can get a really high healing amp and can attack crazy fast.

Anyone want to do the math on this? Let's say average attack per swing is 1200pts at cap, with a 30% speed item, 60%DS, 100% off hand attack chance, and a 150 healing amp.

It’s over 9000!!!!

Something needs to be done but basing it on a percentage of damage will mean that every party looks for a fist of light monk because the barbarian and/or khopesh/d.axe ranger would be self healing at a prodigious rate, especially when you consider how quickly a monk could healing curse multiple targets who would then be hit on strike through. Unless the percentage is made so low as to be useless at low levels which creates a different problem.

I think increasing the base heal amount by your doublestrike percent would be the most straightforward thing. Maybe with a slight increase to the base, like 1d2+1


Edited to add - or as with numerous other things these days, modify it by some multiplier of melee power since we already build towards that.

Logicman69
01-06-2022, 02:50 PM
I am concerned that scaling based on damage will leave some monks overhealing and others underhealing. Balancing for both a first lifer to see reasonable benefit from FoL and optimized max lifers from finding it too powerful maybe too tight of a needle to thread.

I do think that FoL would benefit from some scaling though. Instead of 1D2 make it something like 1D(monk level/4)* Doublestrike.

This is what I was worried about as well. I can see monks just out healing the damage in a good amount of content.

I think all the monk buffs need a bit of a buff.

FoL scaling with monk level is a good idea. I also think the length of the monk buffs should increase as well. Most buffs increase in duration as the character levels, but monks do not. I'd love to see them increase in duration as the monk increases (maybe up to 5 minutes at level 20).

Zuldar
01-06-2022, 03:13 PM
Simple solution: have it scale with melee power (or the higher of melee power and positive spell power). Maybe at 200% melee power would be the right amount.

LurkingVeteran
01-06-2022, 03:51 PM
Simple solution: have it scale with melee power (or the higher of melee power and positive spell power). Maybe at 200% melee power would be the right amount.

200% sounds about right. Also make it a self-buff with on-hit proc instead of something applied to enemies so it 1) actually can scale with MP 2) is less annoying to use, 3) avoids most balance concerns with it being OP for melee parties. They still have the finisher for AoE healing. This will also balance twf against stick builds who will get more consistent benefit via strike through.

That also means it will be reaper nerfed, but having it good on Elite, decent in low reaper and weak in high reaper is probably more consistent with how healing was intended to work anyway.