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Old Dec 22, 2006, 10:16 PM // 22:16   #61
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Well, i think you should have both mods on both weapons. on my monk (for pvp) i use:
khepets rephuge (normal healing)
and my defence set:
long sword +7 armour casting with +5 defence mod
and
healing ankh energy +12 armour +5^50%
gives me a nice boost against presuring melee characters, and it only gives me a few less energy.i just need to find a health set...
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Old Dec 22, 2006, 11:43 PM // 23:43   #62
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I can see both sides of the argument, and both mods have their stregnths and weaknesses. I see a lot of people saying that their +hp mods have saved their lives many times. As a warrior, I've been in the same situiation many times. However, you can't just look at it and say, "If I took away 30hp, would I die?". What you need to say is, "If I had replaced my +hp mod with +al for this entire fight, would I still be alive?". So whats the answer? Well I'll tell you I all comes down to the legnth of the fight. In the short term, +hp is better because of its imediate boost. In the long run however, +al will save you more life. It really depends on how fast you can kill the monster attacking you. Here is a comparison graph I just threw togeather to show the math behind it. It is not to scale. (scanner not working atm, so I took a pic)

http://i7.photobucket.com/albums/y29...kag/alvshp.gif

As you can see, the +hp mod has an immediate advantage over the +al mod. However, the point where the two graphs cross is the point where the +al mod has saved you 30 hp. After that point, the +hp mod becomes useless (because you have already lost the 30hp) wile the +al mod continues to save you hp. As I look back at my graph, I realize that it is incorrect for a graph of the hp saved, but a correct graph of the usefullness of each mod. A correct graph of hp saved woul have a horizontal line at 30 hp while the +al line would be a streight, oblique line.

Right now I don't have the time, but over the Christmas break, I think I may do some testing and derive a formula to fit these graphs.
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Old Dec 27, 2006, 03:05 AM // 03:05   #63
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Regarding the +Energy armour comments... From a Monk's perspective.

I'm not saying one type is necessarily better than another, you can decide that for yourself. There is just one thing that a lot of people seem to overlook when it comes to maximum energy... It makes a far bigger impact to your longevity than most people seem to realise.

Example:

Monk A, with a 4pip set @ 47 energy (30 Base, 5 Main Hand, 12 Offhand).
vs
Monk B, with a 4pip set @ 61 energy (30 Base, 5 Main Hand, 12 Offhand, 6 3*Rune of Attunement, 8 +e Insignia).

That's what, an extra 14e worth of healing before things start not-living, right? Well, Not necessarily...

Let's say both monks' groups are taking around 4pips of damage. That is, the energy required to heal the damage taken averages out at 4pips (1.33e/sec) of energy regeneration. Since both monks are breaking even, obviously maximum energy is rather superfluous here.

But how about in a situation where you can't heal indefinately?
This time both monks' groups are taking around 6pips of damage. That's a net of -2pips of energy regeneration (-0.66e/sec). We'll assume that dropping to 0 energy results in a death. Monk B will last aproximately 21 seconds longer than Monk A. In 21 seconds, Monk B will have gained an additional 27.72 energy through regen. That's a total of 41.72e(27.72+14) worth of healing before someone snuffs it.

Note: The faster/slower you're losing energy the less/more net energy is gained from the higher maximum energy before things start not-living.

Last edited by Metanoia; Dec 27, 2006 at 03:07 AM // 03:07..
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Old Dec 29, 2006, 01:38 AM // 01:38   #64
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As backline character, I've got better things than either +hp or +al because if I've been attacked, I'm already failed at my job.

As a warrior on the other hand, I choose +hp every time. Like any good warrior, I go into a group 30-40 seconds ahead of my party which means no healing and no healing whatsoever and have to survive long enough without monk support to ensure I have obtained all aggro. Damage that is affected by armour has already been reduced to insignificant amounts by dolyaks, defensive stance, watch yourself so the extra 8% reduction doesn't make any difference whatsoever.

The +hp from a fortitude mod buys your monk an extra second or two to reach you once you've given them the all clear.
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Old Dec 30, 2006, 05:16 AM // 05:16   #65
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this is like asking, why does an elementalist have alot of energy? bigger hp tank, more to hold before a fight, more to heal to full, more away from death.

who cares what the nubs buy in pve, it makes people money.
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Old Dec 31, 2006, 03:17 AM // 03:17   #66
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Health mods are ok to use, they help alot with runes. What I don't understand is that a perfect +30HP will cost twice as much as a +29HP mod...
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