Brimir Posted August 16, 2013 Share Posted August 16, 2013 This needs to be changed to a % of total Health in my opinion. It just isn't worth slotting as it is now. Even at max level it would restore less than 1% of your Health so I don't see how it would be overpowered. Link to comment Share on other sites More sharing options...
Lord.Finster Posted August 16, 2013 Share Posted August 16, 2013 Good idea! That could counteract vampiremode nicely and allow health tanking when combined with vitality and steel fibre. Suppported. Link to comment Share on other sites More sharing options...
Oishii Posted August 16, 2013 Share Posted August 16, 2013 This sounds like a great idea. Link to comment Share on other sites More sharing options...
Kobalt Posted August 16, 2013 Share Posted August 16, 2013 That is way more powerful a buff than you think it is... Link to comment Share on other sites More sharing options...
Brimir Posted August 16, 2013 Author Share Posted August 16, 2013 That is way more powerful a buff than you think it is... How so? Even if you bring four people with maxed out Rejuvenation it would still take you half a minute to heal up fully. Link to comment Share on other sites More sharing options...
Kobalt Posted August 16, 2013 Share Posted August 16, 2013 (edited) How so? Even if you bring four people with maxed out Rejuvenation it would still take you half a minute to heal up fully.The % healing becomes to powerful in high health high armor frames, though admittedly mainly when stacked. A great example is Rhino. With maxed Steel Fiber he will have enough armor to make his health about worth 4 times it's value. Add on a maxed Vitality while being level 30 and you have an HP max of 740 [can be 860 with Vigor thrown on top]. At 1% health per second he would gain 8.6 hp/sec which has a value of about 34.4 hp per second. That is quadrupled to 137.6 hp/sec in effective healing. The problem being that it relegates end game content and in the case of specific builds makes Energy Siphon pointless! Specific builds involving Rage! Edited August 16, 2013 by Kobalt Link to comment Share on other sites More sharing options...
KaoKill123 Posted August 16, 2013 Share Posted August 16, 2013 The % healing becomes to powerful in high health high armor frames, though admittedly mainly when stacked. A great example is Rhino. With maxed Steel Fiber he will have enough armor to make his health about worth 4 times it's value. Add on a maxed Vitality while being level 30 and you have an HP max of 740 [can be 860 with Vigor thrown on top]. At 1% health per second he would gain 8.6 hp/sec which has a value of about 34.4 hp per second. That is quadrupled to 137.6 hp/sec in effective healing. The problem being that it relegates end game content and in the case of specific builds makes Energy Siphon pointless! Specific builds involving Rage! err at 1% = 8.6hp/sec, why suddenly the value hit 34.4?? *sry bad math* whats more, the lowest damage u can receive is 1. not 0. Link to comment Share on other sites More sharing options...
Kobalt Posted August 16, 2013 Share Posted August 16, 2013 err at 1% = 8.6hp/sec, why suddenly the value hit 34.4?? *sry bad math* whats more, the lowest damage u can receive is 1. not 0. Effective HP healing. At a 76% damage reduction from armor Rhino's health becomes worth 4 times it's value, because it takes 4 damage to remove 1 HP. You can further increase the effective health gain 4 times by stacking the aura 4 times! Also you are wrong about the lowest damage you can take. You can see this on Ember, while using Overheat. The 91% reduction can reduce several sources of damage to 0. The easiest to test for being low level poison, decompression and leeches! Link to comment Share on other sites More sharing options...
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