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  1. #1
    FreeDeeOh PsychoBlonde's Avatar
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    Default Make Heal and Harm do their Full Damage

    So, apparently there's a hidden nerf that is NOT MENTIONED in the description of Heal and Harm where if they do damage to something instead of healing it they hit for half effectiveness? Make them do full damage. This is silly. Cause Critical Wounds shouldn't do more damage than Harm.
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  2. #2
    FreeDeeOh PsychoBlonde's Avatar
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    I have vague memories of this being changed years ago when Spellpower was introduced, but there's no reason for it to be that way now and since it isn't mentioned anywhere in the spell descriptions it needs to go away.

    Yeah, this does mean that monsters will be able to Harm the ever-living **** out of you. However, there's also Death Ward and negative absorption, and Harm has the benefit that you CANNOT go below 1 hp no matter how much damage it does.
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  3. #3
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    Quote Originally Posted by PsychoBlonde View Post
    So, apparently there's a hidden nerf that is NOT MENTIONED in the description of Heal and Harm where if they do damage to something instead of healing it they hit for half effectiveness? Make them do full damage. This is silly. Cause Critical Wounds shouldn't do more damage than Harm.
    Not sure on the hidden nerf part, but both spells have a save for half damage, and I believe Heal only scales off a % of spellpower not fully. What reduction are you refering to here?

  4. #4
    FreeDeeOh PsychoBlonde's Avatar
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    Quote Originally Posted by Kyodaemon View Post
    Not sure on the hidden nerf part, but both spells have a save for half damage, and I believe Heal only scales off a % of spellpower not fully. What reduction are you refering to here?
    If the mobs were saving and taking half damage from harm with my current spellpower (they're not, no saving throw icon) they'd be taking 717 damage. Instead it's doing more like 180 damage.

    Whatever scaling is in there, it needs to be IN THE SPELL DESCRIPTION at the very least, however these are high-level spells and they should actually be combat-useful. Like I said, it's idiotic that Harm does LESS damage than Cause Critical Wounds.
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  5. #5
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    Quote Originally Posted by PsychoBlonde View Post
    Cause Critical Wounds shouldn't do more damage than Harm.
    Generally, no. Note, however, that you can apply Maximize/Empower to Cure/Inflict Wounds but not to Harm/Heal.
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  6. #6
    FreeDeeOh PsychoBlonde's Avatar
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    Quote Originally Posted by SirValentine View Post
    Generally, no. Note, however, that you can apply Maximize/Empower to Cure/Inflict Wounds but not to Harm/Heal.
    Alchemist can maximize/empower/empower heal their curative admixture Harm. Is this WAI? I have no idea. I bug reported it and they didn't fix it.

    But even without those, my harm should be doing more than 186 damage. Heck, the caster level 20 harm with ZERO spellpower scaling should do a flat 200. With spellpower but no feats it should be doing 600+. It ain't. It's broke. Fix it.
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  7. #7
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    Just a thought. What are comparing the numbers to? Do mobs have positive/negative amp? I know my characters who have healing amp gear get a much better result from healers than the other ones.
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  8. #8
    Community Member Pilgrim1's Avatar
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    if your testing out harm damage make sure that the mobs have enough hp. Harm will not bring a mobs hp bellow 1.

  9. #9
    FreeDeeOh PsychoBlonde's Avatar
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    Quote Originally Posted by Pilgrim1 View Post
    if your testing out harm damage make sure that the mobs have enough hp. Harm will not bring a mobs hp bellow 1.
    DERP I figured it'd show the total damage and just mysteriously leave the mob at 1hp, but I should have thought of that.
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