May 17, 2005, 08:49 PM // 20:49
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#2
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Academy Page
Join Date: Apr 2005
Guild: Parliament of Rooks
Profession: N/Me
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They are achieving 2 different things... Deep Wound causes the target to get health up to 80% of their max hp. For example, i have 100 max hp, my max hp would now be 80 hp. The hex you mentioned is something that reduces and effective heal. For example a monk casts a heal spell for 100 hp the target will only get 66hp from the heal. The hex will not effect hp regens as far as i know.
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May 17, 2005, 10:51 PM // 22:51
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#3
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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There's a cap on healing reduction, but I don't have it handy atm. Some searching should find it for you easily enough. But to answer your question, yes the healing reduction from both of these will stack.
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May 17, 2005, 11:53 PM // 23:53
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#4
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Frost Gate Guardian
Join Date: Apr 2005
Profession: A/W
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Max health reduction and regeneration = -10 and +10, cannot go below or above that (etc -11 +11)
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May 18, 2005, 02:00 AM // 02:00
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#5
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Some of you are a little confused.
Deep Wound causes a 20% reduction in max health but ALSO a 20% reduction in the effects of healing from all sources.
Defile Flesh (reduces effectiveness by 33%), Lingering Curse (reduces effectiveness by 50%), and Predatory Season (ranger skill: reduces effectiveness by 20%) produce similar effects, in addition to Aura of the Lich (reduces effectiveness by 50%)on yourself.
On the opposite pole, spells like Aura of Faith and Life Attunement increase the amount of healing you receive from all sources.
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May 19, 2005, 02:48 PM // 14:48
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#6
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Ascalonian Squire
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Quote:
Originally Posted by Arri
Max health reduction and regeneration = -10 and +10, cannot go below or above that (etc -11 +11)
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That's degen. This is healing reduction.
Deep wounds reduces healing(and max health) by 20% and Defile Flesh lowers it by 33%.
So if a person has deep wounds and you cast a 100 pt heal on them it will only heal for 80.
If there is a cap though I would assume it has to be at least 50% because that's what lingering curse does so that answers my question sufficently.
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May 20, 2005, 12:34 AM // 00:34
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#8
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Any changes to max energy or HP result in an immediate change in current, equal to the change to the max. So whatever their max is x.2 = the amount of HP they lose off their current HP from deep wound, and when Deep Wound ends, they gain back that amount.
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May 20, 2005, 02:15 AM // 02:15
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#9
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Forge Runner
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I havent get to test these myself... I am assuming there is a cap on how much % u can decrease the healing effect by stacking... like shard storm + ward against fore + cripple = something around 50% slow down, not 150% slow down unless use skills like iron mist.
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May 20, 2005, 03:35 AM // 03:35
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#10
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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Caps have been put on effects that stack:
Run Buffs: 33%
Run debuffs: 50%
Attack speed debuffs: 50%
Casting speed debuffs: 150%
healing reduction: 66%
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May 20, 2005, 04:26 AM // 04:26
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#11
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Quote:
Originally Posted by Pharalon
Caps have been put on effects that stack:
Run Buffs: 33%
Run debuffs: 50%
Attack speed debuffs: 50%
Casting speed debuffs: 150%
healing reduction: 66%
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You sure on the run debuffs?
What would be the point of Ice Prison (66%) or Iron Mist (90%) if it was limited to 50%?
I'd always thought the way run debuffs worked was that they were like 2 hexes/enchantments of the same type: The more 'powerful' or 'effective' one takes place while the others are ignored, until that one runs out, in which case the next most effective would take over.
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May 20, 2005, 04:29 AM // 04:29
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#12
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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Those values are only for stacking. So Ice prison is still 66% speed debuff, but nothing at all will stack with it.
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