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Thread: +Heal Amount

  1. #1
    Guardian of the Claws of Veeshan
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    Default +Heal Amount

    I'm sure this has been asked before, but I couldn't find it via search, so:

    Does anyone have any hard evidence how +Heal Amount gets added on reactive heals? Is it the first trigger or each trigger?

    I've heard plenty of answers before, but their method of research was "a gut feeling". Does anyone have anything a bit more substantiated?
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  2. #2
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    Default Re: +Heal Amount

    best way to figure it out would be to see what you're reactive heals for, then put the item on and see how the reactive has changed. Pre RoK I did that and showed that it took the +heal/#triggers and added that to each trigger of the spell. I'm not sure if it has changed since I did that test though.

  3. #3
    Guardian of the Claws of Veeshan
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    Default Re: +Heal Amount

    Quote Originally Posted by Arweena View Post
    best way to figure it out would be to see what you're reactive heals for, then put the item on and see how the reactive has changed. Pre RoK I did that and showed that it took the +heal/#triggers and added that to each trigger of the spell. I'm not sure if it has changed since I did that test though.
    Yeah, I did that but I'm guessing I'm not a good researcher either, because my results were "inconclusive". Seemed like my reactives amount varied so much that I couldn't tell if it was the +heal or not.

    Edit: I'm also debating if it's really worth it. Let's say I have a +300 heal amount, so with let's say 9 triggers, that's about 33 points more per trigger... I think I had about 3 fights in my entire career as a cleric where the outcome of a fight came down to < 500 hitpoints. Or am I seeing this wrong? Does it really matter -that- much? I'm so torn about this...
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  4. #4
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    Default Re: +Heal Amount

    For damage spells, you can look at the spell description. Without even casting it, the description will update every time you change equipment. I assume this works for heals.

    For damage spells, the +damage is added to the first hit, not the ticks of DoTs.
    [SIGPIC][/SIGPIC]

  5. #5
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    Default Re: +Heal Amount

    As far as I understand the system since it was last changed before EoF:
    • Direct Heals
      • +Healing is added directly
    • Group Direct Heals
      • +Healing is divided by 3 and applied to each target
    • Single and Group Reactives
      • +Healing is divided by 3 and applied to each trigger
      • The number of triggers does not affect +Healing
    • Single and Group Wards
      • +Healing is added directly
    • Single Target Regens
      • +Healing is added directly to the first tick of the regen
      • I have heard of a supposed bug where the 15min emergency regen is divided by 3 then applied to the first tick
    • Group Regens
      • +Healing is divided by 3 and applied to the first tick of the regen per target
      • I have heard of a supposed bug where the 15min emergency group regen is divided by 9 then applied to the first tick of each target
    The old cap for +Healing was 100% of the listed effect for the heal. I have heard for +Damage this was reduced to 50% of the listed effect... I have not tested it for +Healing recently.

  6. #6
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    Default Re: +Heal Amount

    I haven't been able to figure out exactly how the cap is calculated on the reactives, but it ranges from 16&#37; to 16.9% on both the low end and the high end. (measuring the t7 master and the t8 adapt3 reactives)

    The cap on direct heals appears to be exactly 50%. (measuring Greater Amelioration Adept3, I don't have enough +healing to test the t8 caps)

    Wards are also 50%


    Seems like the reactives got super gimped by the +healing caps.

  7. #7
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    Default Re: +Heal Amount

    +to Heal issues (Reactives)

    Made a post complaining about that very thing

  8. #8
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    Default Re: +Heal Amount

    Apparently the issue was more serious than I thought. I added a reply to your SoE post.

  9. #9
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    Default Re: +Heal Amount

    I can't help but think that the +healing amount on any reactive should equal the total amount of +healing you have divided by the number of ticks that reactive has at the time it is cast. (Think coercive healing and/or set gear) That goes for single reactive, group reactive, and every other form of reactive of any kind for any class.

    Then to make it even simpler, the +healing cap should be applied to each tick at 50% of the base value of that tick.
    i.e. a 500 point reactive would cap at 750.

    Could it be any simpler?

    Could it be any more balanced?

    Why would you make it anything else?

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