мне кажется что я никогда не получу легеу((((не переймайся, у грі є багато епіків кращих за деякі відстійні лєгі, які випадають всім недонатерам, тому радій що в тебе випаде хороший епік, замість нікудишньої лєгі, а нормальні лєги хай падають китайцям по чотири і більше штук на акк
@Marius
i have seen a lot of hate on the forums about healers, and i can definitely see how the change to the curing set made things worse. since healing bonus is a multiplier it really adds nothing for a 4 set.
i do have a suggestion that might help even this set out without breaking it.
"Whenever you heal an ally place a (lesser) continues heal buff on them for 2 turns."
this makes the bonus heal it gives static and a viable amount that can't crit, it also adds a long term healing effect that will make healers more useful.
Hey, Drackstin. The Curing bonus is not multiplicative. It adds a flat 10% to the heal value, so if your Champion was healing for 5,000 HP, they will heal for 5,500 with the Curing Set.@Marius
i have seen a lot of hate on the forums about healers, and i can definitely see how the change to the curing set made things worse. since healing bonus is a multiplier it really adds nothing for a 4 set.
i do have a suggestion that might help even this set out without breaking it.
"Whenever you heal an ally place a (lesser) continues heal buff on them for 2 turns."
this makes the bonus heal it gives static and a viable amount that can't crit, it also adds a long term healing effect that will make healers more useful.
Thanks for the info, i thought it worked just like how the healers skill bonuses worked, i saw in a different post that all healing bonuses were multiplicative. this makes the set more useful.Drackstin said:Hey, Drackstin. The Curing bonus is not multiplicative. It adds a flat 10% to the heal value, so if your Champion was healing for 5,000 HP, they will heal for 5,500 with the Curing Set.@Marius
i have seen a lot of hate on the forums about healers, and i can definitely see how the change to the curing set made things worse. since healing bonus is a multiplier it really adds nothing for a 4 set.
i do have a suggestion that might help even this set out without breaking it.
"Whenever you heal an ally place a (lesser) continues heal buff on them for 2 turns."
this makes the bonus heal it gives static and a viable amount that can't crit, it also adds a long term healing effect that will make healers more useful.
He just told you it works multiplicatively.. so it is "like how the healers skill bonuses work"
"If your healer is healing 5,000, then this set will let him heal for 5500Hp."
If 5000 =20%
then 500 = 2%
2%=10% of 20%
Now a wholly diffrent approach, math because.. Science!
A healer heals for 20% of his MAX hp. (Thenasil, Highelf)
Said healer heals for 5000k, wearing %HP/%Hp/SPD (Glove/Breast/Boot) with 3 SPD sets.
(We ignore the HP bonus of the helmet and of substats now, to make this A LOT easier...results will be "just a smidge lower" keep this in mind)
So, with Gloves (50%) and breast (50%) thats 100% more HP for Tenasil then he would have if he was naked.
So he heals for 2500HP from his BASE-Hps + he heals for 2500HP because of the 100% bonus HP from the breast and glove slot.
Wait .. if he wore two HEALTH-Sets he would have more HP (30% calculated from his base HPs)
(100%=2500HP Healed; x=2500HP healed*30%/100% = 750 HP healed by two Health Sets)
As we ignored the Substats and the Helmet-HP, lets say we end up with "just 550HP more healing".
So, if Thenasil puts on a HP-Set, he gains 30% more HPs (calculated from his Base-HP), not only does this make him live longer,
he even heals for MORE than with a Healing Set (+500HP healed) on..
Conclusion: multiplicative upgrades to healing% .. are still bad.
sinsolena said:
He just told you it works multiplicatively.. so it is "like how the healers skill bonuses work"
"If your healer is healing 5,000, then this set will let him heal for 5500Hp."
If 5000 =20%
then 500 = 2%
2%=10% of 20%
Now a wholly diffrent approach, math because.. Science!
A healer heals for 20% of his MAX hp. (Thenasil, Highelf)
Said healer heals for 5000k, wearing %HP/%Hp/SPD (Glove/Breast/Boot) with 3 SPD sets.
(We ignore the HP bonus of the helmet and of substats now, to make this A LOT easier...results will be "just a smidge lower" keep this in mind)
So, with Gloves (50%) and breast (50%) thats 100% more HP for Tenasil then he would have if he was naked.
So he heals for 2500HP from his BASE-Hps + he heals for 2500HP because of the 100% bonus HP from the breast and glove slot.
Wait .. if he wore two HEALTH-Sets he would have more HP (30% calculated from his base HPs)
(100%=2500HP Healed; x=2500HP healed*30%/100% = 750 HP healed by two Health Sets)
As we ignored the Substats and the Helmet-HP, lets say we end up with "just 550HP more healing".
So, if Thenasil puts on a HP-Set, he gains 30% more HPs (calculated from his Base-HP), not only does this make him live longer,
he even heals for MORE than with a Healing Set (+500HP healed) on..
Conclusion: multiplicative upgrades to healing% .. are still bad.
yes i see this now, he got me with the wrong wording, very political so say something is not something when it is.
Healers heal based on a % of their targets max health, the curing set adds 10% of what you cured so it is multiplicative
, when he said no i thought it added 10% addition healing based on targets health. healers and curing set are really bad. i stand by my original statement. just turn the set into whenever you cure someone you give them a continues heal buff. that way your not wasting a 4 part set for 2%.