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  1. #41
    Community Member Infant's Avatar
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    Quote Originally Posted by LordMond63 View Post
    Seems like this would just exacerbate the problem.

    If current healing is not consistently capable of refilling the hp bar of a 600 hp character, wouldn't it be even less capable of refilling the hp bar of a 900 point character, thus requiring the expenditure of even more sp and/or consumables?
    Someone presented the calculations. A RSII with Emp Healing hits for 560 HP with his Mass Heal. With 0 Healing amp on the target. That means, although Emp. Healing is the most SP-efficient metamagic for RSII, he will be most certainly overhealing the 600 HP targets (shouldn't let them drop to 40 HP, of course.) Now everybody with 600 HP should have healing amp (except WF arcanes, maybe). At least a 20% item. Ship buff maybe. Thats about 740 HP restored from one spell.

    With these numbers, It's much easier and MUCH more spell efficient to heal a 800HP or 1000HP target than a 600HP target. This would save sp for a good divine, not make him use more pots .

    The fact that many high HP people in endgame don't wear any healing amp doesn't mean we should introduce a divine spell for this. It rather means that they should learn to adjust their gear to the situation at hand .

    Infant

  2. #42
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    Quote Originally Posted by LordMond63 View Post
    Seems like this would just exacerbate the problem.
    You are are backwards as to what the problem is.

    Quote Originally Posted by LordMond63 View Post
    If current healing is not consistently capable of refilling the hp bar of a 600 hp character, wouldn't it be even less capable of refilling the hp bar of a 900 point character
    Yes, and that's the objective. The current DDO design makes it far far too easy to refill someone's hitpoints in just one or two actions.

    A healing spell with high efficiency (hitpoints per spellpoint) and short cooldown should not give back more than 50% the health of a typical non-tank character (except on a crit). The fact that heal spells are so big compared to character hitpoints means that healing gameplay is too granular.

    Basically what that means is that when you're fighting a boss or other strong monster, and you've got 2-3 healers in your group, it takes only 1 second to bring a tank player from 30% hp to 100%. So if the devs want the boss to be dangerous and actually able to sometimes kill a player, they have to give him enough damage to take a tank from 100% to 0% in just a few seconds. And since the tank needs to be healed every second or two, the healers are stuck clicking a scroll / spell every second or two. Click, click, click, click: keep that up and it's easy. But interrupt it for 4 seconds and the tank is dead.

    Suppose instead it was not so easy to refill a tank: imagine as an example that tank builds had triple the number of hp as provided by a Radiant Servant Heal spell (meaning 2000+). The overall HPS needed to stay alive is still based on meeting the boss's DPS, but the Cleric players no longer need to refill 30-40% of a lifebar every 3-4 seconds. They can instead wait 9-12 seconds sometimes, and then refill the health in bigger chunks (so that a Heal crit doesn't spill out 1500 wasted extra points). Or they can keep hitting scrolls every 6 sec, but they don't have that dominant need to.

    Basically, if it takes healers longer to refill a hp bar, then it can take bosses longer to empty a hp bar. And if it takes longer to empty a life bar, then there is more room in the gameplay for other choices of action besides "heal, heal, heal again".
    Last edited by Angelus_dead; 12-23-2011 at 06:40 AM.

  3. #43
    The Hatchery Habreno's Avatar
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    Now THAT is a side of the argument I did not expect.

    *thinks*


    *thinks harder*


    I'll have to come up with a good reply on that...
    Quote Originally Posted by TheLegendOfAra View Post
    Welcome to Argo, where our end game players are constantly striving for new and exciting ways to make themselves more gimp, and continually working towards progressively more pointless goals.
    BYOH. Know it, abide by it, or don't mess with those who do.

  4. #44
    2014 DDO Players Council
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    Quote Originally Posted by LordMond63 View Post
    If current healing is not consistently capable of refilling the hp bar of a 600 hp character, wouldn't it be even less capable of refilling the hp bar of a 900 point character, thus requiring the expenditure of even more sp and/or consumables?

    Pleased talk me thru this one if you would.
    We told you the problem. You're perfectly capable of consistently refilling a 600-HP character right now.

    But you say this stuff:

    Quote Originally Posted by LordMond63 View Post
    Having Empower Healing on drains that power bar far too quickly for me to be able to sustain any meaningful amount of healing over any serious amount of time
    No, it doesn't. 75% more healing for only 16% (or less, with gear, enhancements) more SP will SAVE you SP and stretch that blue bar longer, because people WILL get fully healed, and thus not need to get healed as often.

    Turn on your Empower Heal feat, and your single target Heal and Mass Heal will both be consistently hitting for non-crits of 500+.

  5. #45
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    Quote Originally Posted by LordMond63 View Post


    I'm in the mid-400s as far as hit points but have the reflexes of an overweight rhinosceros with bad knees, so staying at a distance is going to work best for me. I could still use the burst for healing others who stay at range though, so it's not at all a bad suggestion.
    I rarely stay at a distance in a 6 man party or raids. If I am raid healing a boss fight, Heal/Scroll Heal type stuff I hang back at a distance.

    Nightshield is your friend. It gets the reflex saves up.

    _______

    You know about the only thing I expect from a melee for healing amp is the best fortification he can have on and 400+ hit points. Heavy fortification after level 10 is nice, and after 12 is a must IMHO.

    A melee wants to buff his melee. He doesn't want to worry about healing amp. The smart ones take some which is nice, but I don't expect it.
    Last edited by Firesmall_at; 12-23-2011 at 11:11 PM.
    It is just a game.

  6. #46
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    Quote Originally Posted by SirValentine View Post
    We told you the problem. You're perfectly capable of consistently refilling a 600-HP character right now.

    No, it doesn't. 75% more healing for only 16% (or less, with gear, enhancements) more SP will SAVE you SP and stretch that blue bar longer, because people WILL get fully healed, and thus not need to get healed as often.

    Turn on your Empower Heal feat, and your single target Heal and Mass Heal will both be consistently hitting for non-crits of 500+.

    With respect, you're conflating two issues here.

    With regards to the first issue, I'm asking how typically geared (or, in my case, undergeared) Clerics can keep a very high hit point character alive when we (OK...I) have a hard time keeping merely high hit point characters alive.

    I understand the theory that, if a character has, say, 1200 hitpoints they will require healing less often. There's a margin for error here that a character with 500 hit points does not have. However, to advocate the higher hitpoint total potential theory you also have to assume that Turbine will not make mobs do even more damage in order to provide a challange to these higher hitpoint characters.

    What did they do to bosses when they realized that, while the power of the bosses had remained stagnant, the damage output of characters had increased dramatically? Yup....they scaled the boss defense and damage output.

    On the issue of Empower Healing, I've already said that I am trying that and seem to be having some success with it even though it does deplete my blue bar much faster than before. However, the net result has been fewer deaths to party members, so at least in the circumstances I've run into the tradeoff has been a good one.

  7. #47
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    Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15
    150 hp base
    40% enhancements
    75% clikie
    75% empower healing

    643 hp healed without crits?

    eardweller.
    18% crit for 275%

    healing amp on the persons itself?

    plenty to keep someone up.

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