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Old Mar 03, 2005, 07:04 AM // 07:04   #1
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Heh I am Captain Questions tonight. Here goes,

Deep Wound:

Does this condition affect Max health AND Current health of target? Or just Max health?

Thanks again
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Old Mar 03, 2005, 07:17 AM // 07:17   #2
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Yes, it's a percentile reduction to both current and maximum health. Also, it reduces the effectiveness of healing while it remains.
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Old Mar 03, 2005, 08:13 AM // 08:13   #3
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Er by precentage reduction to both you mean 20% of current health but rather current health - 20% of max health ? i dont know how to say it better ill try again if thats confusing. Also it reduces healing effects by how much and is this relativly new?
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Old Mar 03, 2005, 09:35 AM // 09:35   #4
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It knocks off an amount of health equal to 20% of your max health, from both current and max health. So if you're a normal level 20 character with 480 max HP, and say 240 current HP, a deep wound would knock off 96 max HP, reducing that to 384, and 96 current HP, reducing you to 144 health. Health lost in this way is restored when the Deep Wound ends, to take advantage of it while it's up.

I'm not sure of exactly how much it reduces healing effects - I belive it is somewhere around a third but I'm unsure of the exact number, as I've not tested it myself.

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-CxE
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Old Mar 03, 2005, 05:57 PM // 17:57   #5
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Phantom Pain and the Axe line look so much better after reading this
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Old Mar 03, 2005, 06:09 PM // 18:09   #6
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Right, Deep Wounds can be very good. As Chuck says the lost health returns right away when they end, though. If you're at 300/480 and take a 100 hit Deep Wound (Deep Wounds don't work like that anymore, though, it's a flat 20% reduction. They used to have variable damage which could really mess up lower level targets.) to go to 200/380 and take 80 more damage when the x seconds that DW lasts are up you'll go from, say, 120/380 to 220/480. Almost like what happens with Endure Pain and other bonus health scenarios. It's not like Exhaustion where you need to regen the DW off.

Also, it makes DOTs like Poison or Burning a lot more deadly as they do a greater percentage of the target's hit points in damage. 10DPS off of 200 hit points is much better than 10DPS off of 300.

Quote:
Originally Posted by Ensign
I'm not sure of exactly how much it reduces healing effects - I belive it is somewhere around a third but I'm unsure of the exact number, as I've not tested it myself.
In my experience, it's roughly the same. 20% reduction to healing. So you get 80% of your heal's total. That 67 health Orison of Healing becomes a 54 health spell and so on.
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Old Mar 03, 2005, 06:33 PM // 18:33   #7
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Does this heal reduction stacks with the necro spells like Defile Flesh and lingering curse? if it does i would assume it would stack like this using orisons heal 67*.80=54 *.50=27 *.66=18 hp healed which is crazy. If that math is correct then it goes to show you can't have a good team without someone to remove hex's.

Last edited by Draken; Mar 03, 2005 at 06:42 PM // 18:42..
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Old Dec 09, 2005, 04:53 PM // 16:53   #8
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any such spells defile flesh lingering etc can work in conjuction with deep wound and predetatory season , but wont reduce the effectiveness of heals past 66%, 33% of the heals will always get through even with all those things on ur target, so if ur runnin lingering u could look into defile flesh as ur coverup instead of parasitic
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Old Dec 09, 2005, 05:54 PM // 17:54   #9
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Quote:
Originally Posted by Ensign
It knocks off an amount of health equal to 20% of your max health, from both current and max health. So if you're a normal level 20 character with 480 max HP, and say 240 current HP, a deep wound would knock off 96 max HP, reducing that to 384, and 96 current HP, reducing you to 144 health.

Peace,
-CxE

not according to the other thread.

is this wrong, or did they change it since march?
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Old Dec 09, 2005, 07:23 PM // 19:23   #10
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This thread was from... March. And yeah, Ensign said what we said. It'd be stupid of me to try to contradict him. Closed.
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