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  1. #21
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by MeliCat View Post
    so is a WF normally like 0.4 and HF 2 brings it to 0.7?

    what is the WF number with no amp?
    Base 0.5
    HF1 - 0.65 (total cost 2 AP)
    HF2 - 0.7 (total cost 6 AP)
    HF3 - 0.75 (total cost 12 AP)


    As you can see, there's a pretty serious diminishing returns effect on Healer's Friend. Every WF that isn't solely in an all-WF static group or all-WF guild should take HF1, but HF2 and HF3 are expensive luxuries.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  2. #22
    Community Member Danmor's Avatar
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    There's also a pretty nice DDO Cast Crunchy Bit episode about that. Look it up here.
    Quote Originally Posted by DDOTalk71 View Post
    If the melee asks "Why didn't you heal me before I died?", Healer response should be "Why didn't you kill it before you died?"
    Everybody's got the right to be stupid, some just abuse the privilege.

  3. #23
    Founder Anthem's Avatar
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    Bumped for renewed interest with Radiant Aura and Burst. Maybe even to persuade Sirgog to update the OP to include the RS actives.

    • Aura: Metas and calculates like Heals (Empower Healing)
    • Burst: Metas and calculates like Cures (EH & Empower & Maximize)
    Last edited by Anthem; 06-30-2010 at 04:43 PM.

  4. #24
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    excellent post. I too hope that the new radiant cleric prc abilities make it into the explanation.

  5. #25
    The Hatchery samthedagger's Avatar
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    Very information sirgog. Hurray for muffins! +1

  6. #26
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    And can we get how all of this works with the Paladin's Lay on Hands ability too?

    Please?

  7. #27
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by GoganTX View Post
    And can we get how all of this works with the Paladin's Lay on Hands ability too?

    Please?
    LoH heals for a base of (10+Paladin level) * (Charisma bonus)

    Example: A Paladin18/Mnk2 with 28 Cha (+9 Cha bonus) heals for 28x9=252 base.

    Have to get a Paladin player to comment on how it stacks with Healing Amplification, but I'm pretty sure it doesn't have any other effects (Devotion, Ardor, Healing Lore, etc).
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  8. #28

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    Quote Originally Posted by sirgog View Post
    Have to get a Paladin player to comment on how it stacks with Healing Amplification, but I'm pretty sure it doesn't have any other effects (Devotion, Ardor, Healing Lore, etc).
    Correct. Devotion, potency, lore, etc. They do not effect the result.

  9. #29
    Community Member Arel's Avatar
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    Quote Originally Posted by sirgog View Post
    Kinda makes me think - have the Devs ever considered giving us or giving foes a debuff that's basically 'Protection from Energy: Positive' or 'Resist Energy: Positive'? It would function differently to a Mummy's x0.5 healing amp curse, by negating small heals (or medium size ones in the case of a full Protection) while leaving big heals only slightly affected.
    There is the Monk's Dark x3 finisher, which effectively gives a x0.5 modifier on positive energy (though healing only) via a curse along with a few other nasty things. It's not used much at all however, because most things are probably dead in seconds anyway, or are immune to curses.

  10. #30
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    So, just any Healing Amplification you might have. If you had DT Armor with 10% Eldritch and 20% Tempest:
    252 * 1.1 * 1.2 = 332.64
    Last edited by GoganTX; 07-20-2010 at 11:27 AM.

  11. #31
    Community Member theb's Avatar
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    My 15 paladin/3 monk/2 warrior has 259.72% healing. This is puzzling because 1.1 x 1.2 x 1.3 x 1.25 x 1.2=2.574. What is going on here?

    10%=Monk
    20%=HotD
    30%=Human
    25%=Bracers
    20%=Grind Armor

    Lamannia Jellies are delicious, as are radiant servants...I could just eat them up. I've gotten 166hp per critical tick before.

  12. #32
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by theb View Post
    My 15 paladin/3 monk/2 warrior has 259.72% healing. This is puzzling because 1.1 x 1.2 x 1.3 x 1.25 x 1.2=2.574. What is going on here?

    10%=Monk
    20%=HotD
    30%=Human
    25%=Bracers
    20%=Grind Armor

    Lamannia Jellies are delicious, as are radiant servants...I could just eat them up. I've gotten 166hp per critical tick before.
    I suspect (with NO proof whatsoever) that Hunter of the Dead 2 10% boost stacks multiplicatively with HotD1's boost, providing a combined 21% amp (not 20%). Fits your numbers well.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  13. #33
    Halfling Hero phalaeo's Avatar
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    Excellent thread and extremely helpful.
    Sirgog, you are a High Priest among Clerics.

    +1 as soon as I have more to give out.
    ~ Pallai, Chennai, Saraphima~
    ~Shipbuff, Sophalia, Northenstar ~
    ~ Ascent~



  14. #34
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    I guess i misread this, but to clarify and clear some noobsause from my eyes, only my best item will be effective, i.e. if i use an Ardor clicky, Efficacy clicky, carry a Sup potency item and a Greater Devotion item, only the best item will count?

    so the same is true for my mage, who carries a sup pot item and a combust item... I should carry a one or the other and a lore item?

    Does the radiant healing aura work differently? I have noticed it seems multiple items seem to effect it, but I admit, my testing is faulty.

  15. #35
    Community Member testing1234's Avatar
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    very nice post

    do think you could try to make more of a point of providing reason why reason people should belive you over all the other posters who are wrong but just as sure they are correct themself.
    maybe copy the link to the ddocast to your original post and some other thing that verifys that you are correct.

    right now you buildt a large impressive cardhouse but only yourself can see the foundation its build on since you made no attempt to include this.

    /+rep

  16. #36
    Community Member gDra's Avatar
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    Yes, if your Superior Ardor (+75%) affects the spell, additional Efficacy/Devotion/Potency wont help you because they are all lower (reaching up to +50%).

    The same goes for Superior Inferno (+75%) and Efficacy/Combustion/Potency. Wearing two of those augments at the same time is rarely needed. Taking a lore and/or school focus item into the free hand is a very good choice if you dont have it on other gear.
    Last edited by gDra; 10-12-2010 at 09:28 AM.

  17. #37
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    thanks for the feedback/clarification. So, i guess in normal practice, outside of the ml, sup pot > sup combust/devotion because the pot effects all spells rather than just the type, but a sup inferno or ardor > sup pot because it has a max of 75% rather than 50%.

  18. #38
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by sirgog View Post
    2) Your metamagic feats stack additively. Example: Empower Spell, Maximize Spell and Empower Healing give 50%, 100% and 50% respectively - total of a 200% boost. (For Heal and Mass Heal, only Empower Healing works, and I know very few Clr's or FvS's that have both Empower Spell and Empower Healing).
    Again, convert this to a multiplier (+200% = x3.0) - this is your metamagic factor.
    Sirgog, is this only applying to healing spells and not offensive ones?

    I know my Searing Light hits for ~122-128ish usually. Metas stacking multiplicity would give (5 * 5.5 * (.1 + 1.5) * 1.5 * 2) = 132, whereas additive stacking would give (5 * 5.5 * (.1 + 1.5) * (.5 + 2)) = 110.


    My blade barriers also hit for ~295-305 damage on average. I've seen Matuse state that the dice for that spell is actually 15d3+45 so using that I get ((45 + 15 * 1.5) * 1.5 * 1.5 * 2) = 303.75 if stacks multiplicity, and ((45 + 15 * 1.5) * 1.5 * (.5 + 2)) = 253.125 for additive stacking.

    Unless there are some weighted dice things I'm unaware of?

  19. #39
    Community Member Meowin's Avatar
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    Please sticky this for the OP.

  20. #40
    Community Member gDra's Avatar
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    Quote Originally Posted by AylinIsAwesome View Post
    I know my Searing Light hits for ~122-128ish usually. Metas stacking multiplicity would give (5 * 5.5 * (.1 + 1.5) * 1.5 * 2) = 132, whereas additive stacking would give (5 * 5.5 * (.1 + 1.5) * (.5 + 2)) = 110.

    My blade barriers also hit for ~295-305 damage on average. I've seen Matuse state that the dice for that spell is actually 15d3+45 so using that I get ((45 + 15 * 1.5) * 1.5 * 1.5 * 2) = 303.75 if stacks multiplicity, and ((45 + 15 * 1.5) * 1.5 * (.5 + 2)) = 253.125 for additive stacking.
    Yes, the dice of spells are weighted. Also note that avg(d8) is 4,5 and avg(d3) is 2.
    I can't check your calculation thoroughly at the moment, but it looks like you have no enhancement bonus included for blade barrier.

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