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Old 12-29-2007, 01:56 AM  
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Default +Heal Cap on Reactive

Someone double check this for me before I lose my sanity:

+healing on Wards cap at 50%
+healing on blast heals cap at 50%
+healing on reactives cap at 16%

WHAT THE FUCK?

No one else is upset about this. Why?

I've heard the argument that this is fair because we get more use out of our +healing since the total is divided by 3 and applied to each tick. Well that is just fine if you have less than 180 +healing or whatever the fuck the exact figure is. The 'advantage' of our +healing distribution means JACK SHIT if we came into RoK already fucking capped. This is bullshit.

Now consider this, take the total +healing you have at the time of the spellcast, divide it by the number of ticks on that reactive at the time of the spellcast, and set the cap for each tick to 50% of the base amount of that tick. Am I smoking crack here? Why the fuck isn't is already done this way. I mean, it's not all that hard of a concept or to code that way is it?
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Old 12-29-2007, 02:03 AM  
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Default Re: +Heal Cap on Reactive

Plenty of people are upset about this. There was a post on these boards about 3 weeks back, and another on the Official boards (by yours truly) with some good hard stats.

+to Heal issues (Reactives)


It's crazy. I've mastered my group reactive, and I still cap out my +to heal with my mediocre gear.

Last edited by Istaril; 12-29-2007 at 02:05 AM.
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Old 01-04-2008, 08:51 AM  
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Default Re: +Heal Cap on Reactive

Figures.
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Old 01-04-2008, 09:39 PM  
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Default Re: +Heal Cap on Reactive

/capped
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Old 02-26-2008, 04:01 PM  
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Default Re: +Heal Cap on Reactive

I do not play a healer, but I was talking to someone about +heal vs heal crit, so I'm curious about this issue.

I see nothing wrong with the (+heal/3) bonus to each trigger. In fact, clerics are pretty lucky to get that instead of (+heal/(#oftriggers)), so anybody complaining about that is silly because this is a huge bonus. +heal scales very well here.

On the thread on the official forums, it says this:

Quote:
The base value for the T8 Adept III single Target reactive is “460-562”
The maximum value for the T8 Adept III single Target reactive is “536-655”
Which means at the lower end, +heal is capped at 228
And at the upper end, +heal is capped at 279.
Now, I'm going to point out what 90% of templars know is obvious here, but I'm just making it clear for those who do not know. The differences between the capped trigger and the base trigger are 76 and 93. This is the cap after your +heal stat is divided by 3, so in order to figure out how much +heal you have to have on your gear to cap these triggers, you multiply by 3, to get 228 and 279. I'm thinking that we all agree that that is the problem here.

Well, it's not actually exactly 16%. If it were 16%, then the 562 from the base would cap at 651 or 652. Take 655 and divide by 562. You get 1.16548. So what is this? It's very, very close to 16 and two-thirds. If you multiply that by 3, you get 50, so the cap is actually (50/3)%. The same "divide by 3" scheme that helps +heal to scale well for these triggers is what's making it cap early.

IMO, ask them to raise the cap to 25% of each trigger, but to set the (+heal/3) scaling to (+heal/5). That will change the quoted text to:

Quote:
The base value for the T8 Adept III single Target reactive is “460-562”
The maximum value for the T8 Adept III single Target reactive is “575-702”
Which means at the lower end, +heal is capped at 575
And at the upper end, +heal is capped at 700.
The reason why reactives need to suffer from a lower cap is because they are ward-like in nature. Instead of having the tank's hp drop, reacting to it, and waiting on a spell cast, they go off right away, but I agree that it shouldn't be quite as bad as the way it is.

Last edited by Fungie; 02-26-2008 at 04:09 PM.
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Old 02-26-2008, 04:11 PM  
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Default Re: +Heal Cap on Reactive

"And at the upper end, +heal is capped at 700."

Yeah, that would be perfect.
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Old 02-27-2008, 12:42 AM  
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Default Re: +Heal Cap on Reactive

Quote:
Originally Posted by quasigenx View Post
"And at the upper end, +heal is capped at 700."

Yeah, that would be perfect.
So you think his reworking of calculations to gimp our +healing progression is perfect? I'd rather reach the cap really easily and then stock up on healing crits rather than need 1.7x the old +healing just to get what I get now already... or 2.5x the old cap to get an added 8%.

His reworking of the calculations doesn't change the fact that wards can become 150% of their total listed value, regens can become 160% of their total listed value and reactives are stuck at 125%. (Instead of 117%)
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Old 02-27-2008, 07:09 AM  
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Default Re: +Heal Cap on Reactive

Quote:
Originally Posted by EQAditu View Post
So you think his reworking of calculations to gimp our +healing progression is perfect? I'd rather reach the cap really easily and then stock up on healing crits rather than need 1.7x the old +healing just to get what I get now already... or 2.5x the old cap to get an added 8%.

His reworking of the calculations doesn't change the fact that wards can become 150% of their total listed value, regens can become 160% of their total listed value and reactives are stuck at 125%. (Instead of 117%)
I was told by defilers that wards crit for 15% instead of 30%, so if they're right, then wards suffer a penalty, but yep... it's better to suffer from a crit penalty than a +heal penalty.

While it's true that it will scale slower (which I wasn't trying to cover up), if you have +422.5 to healing, you will have the same results as you are getting currently. Anyone with 423 or higher will see an improvement from the old system.

Last edited by Fungie; 02-27-2008 at 07:11 AM.
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Old 02-27-2008, 12:23 PM  
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Default Re: +Heal Cap on Reactive

Dividing the amount applied to each tick by 5 is fine. Granted, we don't often get 5 ticks - such is the nature of reactives (HoTs don't often get their full value either).


Allow us to increase the total amount of the reactive by [Upper end] (562*5)*0.5 = 1405. That's 281 to each of 5 ticks. What so wrong with that?
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Old 02-27-2008, 04:36 PM  
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Default Re: +Heal Cap on Reactive

Quote:
Originally Posted by Fungie View Post
I was told by defilers that wards crit for 15% instead of 30%, so if they're right, then wards suffer a penalty, but yep... it's better to suffer from a crit penalty than a +heal penalty.

While it's true that it will scale slower (which I wasn't trying to cover up), if you have +422.5 to healing, you will have the same results as you are getting currently. Anyone with 423 or higher will see an improvement from the old system.
While I do understand what your saying, your comprehension of the effectivness of heals in comparsion of why + healing works like it does, simply is not there at all. If there is ANY healing type of which has absolutly abysmal practical effectivness its reactives. Quite honestly even dividing the effect by a total of 3 reactives is very harsh compared to wards or even regens.

In pratice, wards always benefit from 100% of + healing, granted theres anything to be healed. Regens benefit from all of their + healing as long as there is health to be healed when the regens tic. To be realistic, if there is damage done to the target when the regen goes off it will heal everything that is there, but will still be wasted tics and the increased effecieny of the + healing is warrented. But on the other hand, we have reactives. With reactives they only trigger on damage recieved, no matter how small or large it is. So those 10k+ hits, one reactive trigger, and 4 point leaked thru ward hits, reactive trigger.

Statisticly a VERY small number of reactives EVER heal for their full amount and the few that do see a very large joke of a bonus because of the way the system works. Clerics are double fucked by this mechanic in both they can use LESS +healing, and it does LESS than the other types of heals in pratice.

If we were going to make it fair for all heal types it would work like this;
reactives and regens would do all their + healing in the first tic or trigger that could use it, or spread it out however many tics or triggers is needed until it is used up or the spell expires. With this method all healers would get the SAME benefit from +healing every time. So if you have +700 healing and the first trigger is a 5000 point hit, than it uses up all your +healing on the first hit.

If someone needs an advanced example or explanation as to why this is the fair way, im more than happy to write one up.
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