Greetings,
Today we want to discuss healing amplification. Our goal is to adjust it to be additive rather than multiplicative, in a way that benefits many players while minimizing the “nerf” to current players, particularly players who have created builds that extend into the extreme ranges of the current Healing Amplification system. We realize that any additive system will impact some players who are stacking Healing Amplification to the extreme, but in many cases this will have a beneficial or neutral impact to builds.
Why change it? We'd like introduce new sources of healing amplification on new items, but the team has been reluctant to do so with the current system because it is too powerful when stacked extremely high, and not good enough in small doses. With these changes we could add more items with healing amplification. We’d also like to give Barbarians lots of Healing Amplification as part of the Barbarian pass, but it just isn’t possible with our current multiplicative model.
Our current plan is to make Healing Amplification an additive rating and, to make it more effective in smaller doses, double the current values on enhancements and other sources of Healing Amplification. Healing Amplification would become a rating so it works just like Melee Power, Ranged Power and Spellpower. That is, Healing Amplification rating increases all healing by (100 + Rating) / 100. This would keep the game systems consistent. Repair Amplification would work the same, as well as values that allowed Pale Masters to heal with Negative Energy healing.
The current percentage values would be converted into a rating and then, to keep Healing Amplification competitive, the rating would be doubled. 10% Healing Amplification would become a rating of 20. 20% Healing Amplification would become a rating of 40.
To summarize:
~ Healing Amplication is turned into a rating which is additive.
~ Sources of Healing Amplication converted to an integer value and doubled.
As an example, the Human enhancement Improved Recovery would now give +20 Healing Amplification. If you also took the Paladin enhancement Vigor of Life from the Knight of the Chalice tree, it would provide +20 Healing Amplification for a total of 40. In this new case the character would increase all healing by a multiplier of 1.4 instead of a multiplier of 1.21.
Thus in smaller amounts players would see a buff.
What will this do to actual builds?
Let’s look at a build with healing amplification to see how it is affected.
Our first build has two Paladin past lives (currently 10%), healing amplification from Vigor of Life (currently 10%), a 30% healing amplification source, and a 20% healing amplification source.
On live this would be 1.1 * 1.1 * 1.3 * 1.2 for a total multiplier of ~1.887.
Under the new system this would be 20 + 20 + 60 + 40 for 140 Healing Amplification, which would be a multiplier to healing of 2.4 which is an increase in effectiveness.
Now let’s look at an extreme Human/Monk/Paladin hybrid build to see how high we can stack Healing Amplification currently.
How this would look with the new system:Code:Source Multiplier Product Base for Living 1 100% 12 Monk Fleshmaker 1.1 110% 5 Paladin Human 1 1.1 121% 2 1.1 133% 3 1.1 146% Monks Shintao 1.05 154% 3 1.05 161% 6 1.05 169% 12 1.05 178% Paladin t3 1.1 196% Paladin 4 1.1 272% Paladin 5 1.1 272% Crown of Summer (Druid) 1.15 272% Item 10% 1.1 300% Item 20% 1.2 360% Item 30% 1.3 467% Paladin PL x3 1.15 538% Jidz-Tet'ka 1.25 672% Guild 1.1 739% Exalted Angel 1.03 761% Exalted Angel 1.03 784% Exalted Angel 1.04 816% Unyielding Sentinel 1.1 897%
As you can see, this would be a buff to most builds, and a nerf to extreme Healing Amplication stacking because it’s additive. Any build that currently had less than 250% healing amplification would be buffed, while builds with more than 250% healing amplification would see a reduction in effectiveness.Code:Source Multiplier Product Base for Living 1.0 1.0 12 Monk Fleshmaker +20 1.2 5 Paladin Human 1 +20 1.4 2 +20 1.6 3 +20 1.8 Monks Shintao +10 1.9 3 +10 2.0 6 +10 2.1 12 +10 2.2 Paladin t3 +20 2.4 Paladin 4 +20 2.6 Paladin 5 +20 2.8 Crown of Summer (Druid) +30 3.1 Item 10% +20 3.3 Item 20% +40 3.7 Item 30% +60 4.3 Paladin PL x3 +30 4.6 Jidz-Tet'ka +50 5.1 Guild +20 5.3 Exalted Angel +6 5.36 Exalted Angel +6 5.42 Exalted Angel +8 5.5 Unyielding Sentinel +20 5.7
Stacking
Our current plan is that all existing sources of healing amplification will stack as they do today, but they will be given various bonus types so players will be able to understand how they will stack with potential future items and enhancements.
When looking at these changes, players should know the following:
~ This system would allow us to start putting stacking Healing Amp on high level items again.
~ Barbarians would be getting sources of Healing Amplification in their trees.
Sev~