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Old Jul 05, 2005, 02:14 PM // 14:14   #1
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Default Skills - Reversal Of Fortune

You can view this database entry at: http://www.guildwarsguru.com/skill/1...al-of-fortune/.
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Old Jul 05, 2005, 02:14 PM // 14:14   #2
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Does this skill negates damages?

Last edited by Disoblige; Jul 29, 2005 at 04:02 PM // 16:02..
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Old Jul 05, 2005, 03:38 PM // 15:38   #3
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Up to the amount shown in the skill. So if Reversal of Fortune states 67 damage is the maximum and target ally recieves, say, 100, he'll recieve only 33 damage and be healed for 67.
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Old Jul 05, 2005, 08:29 PM // 20:29   #4
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I think it actually negates damage... I could be wrong.
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Old Jul 05, 2005, 08:48 PM // 20:48   #5
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As it is written the skill would seem to negate all damage, and then as a side effect heal damage that was dealt as long as it doesnt pass a certain threshold.

Also, I can almost guarantee it will block a whole hit. I uses it to beat Glint and the person would gain life after attacks instead of just dying after the pitiful heals that didnt even dent the damage done.

Tsunamii Starshine
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Old Jul 05, 2005, 08:48 PM // 20:48   #6
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HH- has it right.

The mechanic can be tricky to decipher at first, but according to theclam, Reversal of Fortune will negate one incoming attack and heal for X amount.

Healing Hands and Healing Seed look similar but there is a key difference- they may appear to negate the damage but they really take the damage and give X health back. In the case of healing hands and seed, X is always the same amount based on your healing prayers attribute.
In the case of ROF, X depends on the damage the attack does, and is capped by your protection prayers attribute.

You may be wondering why I didn't include Mark of Protection in the same category. It looks similar to the other three on paper, but Mark of Protection actually NEGATES all the (non-DOT)damage done to the protected target. It takes the best of all three other spells- it negates all incoming damage like Reversal (the most important aspect of it, IMO) but always gives a set amount of health back in return, making it excellent even at moderate levels of protection prayers.

The difference:
Target A has healing hands on, which heals him for 20 damage each time he's hit by an attack.
Target B has Mark of Protection on him, which heals for 15 damage every time he takes damage.

Target A takes a sword hit for 12 damage. He actually takes 12 damage, but he gains 8 net health.
Target B takes a wand hit for 7 damage, but he takes 0 damage and gains 15 net health.

The difference becomes important when dealing with large damage spikes. Go into the underworld and test it out- Healing Hands is mostly useless against the mobs there, but Mark of Protection will stop those 200 damage hits just like it would a 7 damage hit.
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if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo

Last edited by Scaphism; Jul 06, 2005 at 07:38 AM // 07:38..
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Old Jul 06, 2005, 06:12 AM // 06:12   #7
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When I mean negiate. If a monter deals 100 damage. Would you take 0 damage and get healed by "X" of Hp points
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Old Jul 06, 2005, 06:39 AM // 06:39   #8
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I just tested it on a single Hydra outside of Elona's Reach.

My level of Protection Prayers was 11, so my RoF was capped at 63.

(The following numbers are approximate, I didn't record them exactly)
I had about 300/450 life. The Hydra cast Fireball on me, which does 115 damage at their level of Fire Magic. I had RoF on. +63 and -52 appeared above my head and I gained 11 life, which put me at 311.

Scaphism is wrong. RoF does negate damage, in addition to giving you life. For example, if you have 100 life, RoF is capped at 70, and 100 damage is dealt to you, you'll end up with 140 life.
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Old Jul 06, 2005, 07:20 AM // 07:20   #9
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Quote:
Originally Posted by theclam
Scaphism is wrong.
Owned. And I'm too lazy to test it myself.

On the bright side, I know someone paid attention to what I wrote, so that'll be some consolation as I cry myself to sleep tonight.

I'll change what I wrote to reflect actual conditions.
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Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Old Jul 06, 2005, 07:28 AM // 07:28   #10
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I don't understand how Scaphism is wrong. I interpreted his post to be saying the same thing as your post, theclam. However, I could just be delusional.
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Old Jul 06, 2005, 07:34 AM // 07:34   #11
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Theclam is saying all damage is negated and then you're healed for X amount.

Scaphism is saying that not ALL the damage is negated, only the amount that you're being healed for.

Not sure which is true but I really wish people would stop posting crap when they're not sure of something. If you don't know for sure then don't post it. This is why 40% of Americans think Saddam had something to do with 9/11.
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Old Jul 06, 2005, 06:21 PM // 18:21   #12
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Quote:
Originally Posted by Witcher King
Theclam is saying all damage is negated and then you're healed for X amount.

Scaphism is saying that not ALL the damage is negated, only the amount that you're being healed for.

Not sure which is true but I really wish people would stop posting crap when they're not sure of something. If you don't know for sure then don't post it. This is why 40% of Americans think Saddam had something to do with 9/11.
That's not what I said. Damage is negated and you are healed, but only up to the cap, but not all the damage is negated.

Scaphism says that there's NO negation at all, but only healing.
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Old Jul 06, 2005, 07:33 PM // 19:33   #13
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Would it matter if I said I didn't say what I meant? Unlikely.

I know ROF negates damage.

There is one set of conditions I'm unsure about however.

What happens when something does 200 damage to you, and your ROF is capped at 67?

Let me put it this way:

If you have a ROF up that can cover 67 damage, and a hill giant hits you for 20 damage, reversal goes off for a "HP swing" of 40 health. That is, you take 0 damage, then gain 20 on top of that(assuming 0 in divine favor). So while you've only gained 20 health from where you started, if you hadn't used reversal at all you'd have 40 fewer hit points.

What happens when you're damaged more than ROF is capped at? Like the exmaple where you're hit for 200 damage?
Do you take 0 damage and get healed for 67? Or will some of that 133 damage "spill over" the ROF cap?

Someone go to the underworld and check. 1, 2, 3, Not it!
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Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Old Jul 06, 2005, 08:59 PM // 20:59   #14
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theclam - July 6, 2005 - 1:39 am [ Reply | Edit/Delete ]
I just tested it on a single Hydra outside of Elona's Reach.

My level of Protection Prayers was 11, so my RoF was capped at 63.

I had about 300/450 life. The Hydra cast Fireball on me, which does 115 damage at their level of Fire Magic. I had RoF on. +63 and -52 appeared above my head and I gained 11 life, which put me at 311.

-------------------------------------------------------------------------
I see. it blocks 63 damage from the attack and heal u for 63 health.

Last edited by Disoblige; Jul 06, 2005 at 10:02 PM // 22:02..
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Old Jul 06, 2005, 09:28 PM // 21:28   #15
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If we're drawing from that example, then I was never wrong in the first place.

According to the example:
Starting health: 100
Damage: 100
ROF: 70
End health: 140

If ROF negated ALL incoming damage, you would end up with 170 health.
If reversal only negates as much damage as it's capped at, you would heal for 70 damage (putting you at 170) but there's 30 "additional" damage not covered by Reversal of Fortune. That would explain how he ends up with 140 health after one meteor.

If that's the case then, it doesn't act the same way Mark of Protection does.
Nor is it the same as Healing Hands and Healing Seed.

It would qualify under its own category.
Healing Hands and Healing Seed don't negate incoming damage, they heal for X regardless of damage taken. You still take damage, but sometimes the healing will outweigh the damage. You gain the most benefit from these spells when you're being attacked by a lot of fast, weak attacks. Slower, more powerful attacks will do more damage than is being healed and trigger the healing less frequently.

Mark of Protection negates all incoming damage, and automatically heals for X every time you are hit. In this case, it doesn't matter how powerful the incoming attacks are, you'll always gain health. Faster attacks mean it's triggered more often, but you can't lose health under MOP.

ROF would fit into it's own category (like I said the first time around) where it negates up to and including X, where X is based on your protection attribute.
If the attack does X+10 damage, you gain X-10 health.
If the attack does X-15 damage, you gain X-15 health.
If the attack does X+200 damage, you gain X-200 health. (And since X is capped at 67 at 12 protection, roughly 83 at 16 protection) then any attack for more than 163 damage could technically "hurt" you. In that case, it doesn't truly nullify incoming damage, it will nullify in most cases, but not all (there are very few monsters that hit for 150+ damage).
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Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Old Jul 06, 2005, 10:04 PM // 22:04   #16
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thx Scaphism
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Old Jul 06, 2005, 10:05 PM // 22:05   #17
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Also does life bond transfer elemental damage btw ? Many monks thinks so but i disagree.
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Old Jul 06, 2005, 11:01 PM // 23:01   #18
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You're wrong again Scaphism. I just tested out Mark of Protection against a Hydra. Fireball does about 115 damage. With Mark of Protection capped at about 45, I took a Fireball and I LOST about 20 life.

Here's how it works:
Mark of Protection and Reversal of Fortune are identical. They both negate damage, up to the cap, and, in addition, heal life, up to the cap. So, if you have 100 life and you get hit for 100, with MoP or RoF capped at 40, the damage would be reduced to 60, and you'd gain 40 life, so you'd end up with 80 life.

Healing Hands and Healing Seed are also identical. They don't negate any damage, they just heal you for a fixed amount every time you get hit.
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Old Jul 06, 2005, 11:29 PM // 23:29   #19
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Quote:
Originally Posted by theclam
You're wrong again Scaphism.
Pwned.
I'll fess up to being completely wrong about MOP. My understanding was that it was the best of all worlds- negates all incoming damage and heals for X every time. Granted, I haven't ever used it extensively and not at all recently, but either the mechanics have changed or I'm flat out wrong. (More than likely I'm wrong.)

But give some credit where credit's due.

I nailed ROF.

And if we're comparing the two, MOP is like ROF that lasts for 10 seconds instead of being dispelled by the first hit. Based on energy cost (ROF: 5 energy, MOP: 15) you need to be hit at least 3 times for MOP to be worth the effort, not counting any divine favor bonuses. Then you have to weigh in the elite vs non elite, and MOP disabling all protection prayers skills for the duration.

On the bright side, MOP is affected by enchantment duration boosts.

I'll find some clean way to edit my earlier posts so they're more accurate, since people have a tendency to stop reading after a few posts.
(btw, this is the first interesting skill discussion I've been involved with in a while. Thanks all)
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Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Old Jul 06, 2005, 11:35 PM // 23:35   #20
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Quote:
Originally Posted by Scaphism
I nailed ROF.
Granted.

Quote:
(btw, this is the first interesting skill discussion I've been involved with in a while. Thanks all)
You're welcome, I love having a good argument, too.
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